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Action!/Skill/Academics
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{{IMPORT
|page=RoleplayingGames/Workshop/Action!/Skills/Academics
|wiki=Oscar
|status=0
|log=Project:Oscar (import)
}}
This skill is the skill of learning and education. There are any number of Skill Areas for this Skill.
[[Category:Action!]]
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Acrobatic Strike
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====[[#Acrobatic Strike|Acrobatic Strike]]====
Discipline use (Martial Arts): Air Sailor.<br>
Adepts use the Acrobatic Strike talent to make impossibly graceful, leaping, spinning attacks.<br>
Attack, Focus: Add Circle to Defense until end of Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Skill/Action
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*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
[[Category:Action!]]
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Adept
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====[[#Adept|[Skill or Attribute] Adept]]====
Cost:10.<br>
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Air Dance
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====[[#Air Dance|Air Dance]]====
The Air Dance talent allows an Adept to walk on air, about 1 inch above the surface of the ground. Air Dance does not allow an Adept to stand suspended in midair, and can only be used in combination with Combat Movement. Air Dance makes it possible for an Adept to perform quick, gliding movements and rapid attacks.<br>
Strain 1: Add Circle to Initiative this Sequence. If you have double the Initiative of an opponent, you may make an attack after he attacks you the first time. Ignore footing this Sequence. You can only Move once this Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Air Sailor (Earthdawn!)
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Acrobatic Strike|Acrobatic Strike (D)]]====
====[[Talents (Earthdawn!)#Adept|Air Sailing Adept]]====
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Great Leap|Great Leap (D)]]====
====[[Talents (Earthdawn!)#Maneuver|Maneuver]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Riposte|Riposte]]====
====[[Talents (Earthdawn!)#Wind Catcher|Wind Catcher (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Sky Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Air Dance|Air Dance (D)]]====
====[[Talents (Earthdawn!)#Second Weapon|Second Weapon]]====
==6th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Momentum Attack|Momentum Attack]]====
====[[Talents (Earthdawn!)#Taunt|Taunt]]====
==7th Circle==
====[[Talents (Earthdawn!)#Adept|Melee Weapon Damage Adept]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
==8th Circle==
====[[Talents (Earthdawn!)#Social Defense|Social Defense]]====
====[[Talents (Earthdawn!)#Anticipate Blow|Anticipate Blow]]====
====[[Talents (Earthdawn!)#Crushing Blow|Crushing Blow]]====
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Animal Bond
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====[[#Animal Bond|Animal Bond]]====
Cost: Special<br>
Discipline use (Animal actions): Beastmaster.<br>
You have bonded with an animal. It is are fiercely loyal and controlled by you.<br>
Passive: They cost 1 point per 5 points invested into the creature. You may invest a maximum of Circle x 10 points into them. You may buy several Animal Bonds, up to a maximum of Circle creatures.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Animal Possession
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====[[#Animal Possession|Animal Possession]]====
Discipline use (Adept Powers, All in animal): Beast Master.<br>
The Animal Possession talent allows an Adept to place his or her spirit into the body of an animal.<br>
Action, Strain 2: Adept Powers+Soul vs animal's Willpower+Soul. Success indicates that the Adept now controls the animal's body, but not vice versa. While using Animal Possession, the Adept's physical form slumps into a coma-like state. He retains his own intelligence while in the animal body, but cannot perform any actions of which the animal is not normally capable. The Adept's control lasts for a number of hours equal to his Circle or until the animal and Adept touch again. When the possession ends or the animal and Adept touch, both spirits return to their proper bodies. If either the animal's or the Adept's body is killed, the spirits and bodies will both die.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Anticipate Blow
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====[[#Anticipate Blow|Anticipate Blow]]====
Discipline use (Martial Arts): Warrior.<br>
The Anticipate Blow talent allows an Adept to better defend against an incoming
attack. The Adept must have a higher Initiative in order to use Anticipate Blow
against an attacking opponent.<br>
Attack, Focus: If your Action Value is higher than your opponents Willpower, add a bonus equal to your Circle to this Attack's AV and your Defense. This does not combine with Air Dance.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Earthdawn!/Discipline/Archer
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
[[Archer (Talents)]]
==1st Circle==
====[[Talents (Earthdawn!)#Adept|Archery Adept]]====
====[[Talents (Earthdawn!)#Direction Arrow|Direction Arrow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Mystic Aim|Mystic Aim (D)]]====
====[[Talents (Earthdawn!)#True Shot|True Shot (D)]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Sprint|Sprint]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Flame Arrow|Flame Arrow]]====
====[[Talents (Earthdawn!)#Wound Balance|Wound Balance]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept (Free)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Arrow Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#First Impression|First Impression]]====
====[[Talents (Earthdawn!)#Stopping Aim|Stopping Aim (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Archery Damage Adept (Free)]]====
====[[Talents (Earthdawn!)#Bank Shot|Bank Shot (D)]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Initiative|Increase Initiative]]====
====[[Talents (Earthdawn!)#Anticipate Blow|Anticipate Blow]]====
====[[Talents (Earthdawn!)#Call Arrow|Call Arrow (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Called Shot|Called Shot (D)]]====
====[[Talents (Earthdawn!)#Eagle Eye|Eagle Eye (D)]]====
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Ares Firefight
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=== Gun Kata ===
Focus 2<br/>
Passive:You may now use Guns with Martial Arts, even shooting in close combat.<br/>
Passive:You may attack with Guns in close combat, doing Strength+5 resisted by Toughness, doing damage to Shots, not Wounds, but shockpoints as usual.
=== Bullet Ballet ===
Focus 4<br/>
Passive: You may Move 1 every time you are Attacked.
=== Statistic Prediction ===
Focus 5<br/>
Passive: Your Passive Dodge is now AV+3.
=== Firefight Stance ===
Focus 6<br/>
Focus, Stance: You gain the following abilities:<br/>
Passive: You gain +5 to Initiative.<br/>
Passive: You regenerate 1 Shot each round.
Attack: You gain +1 AV to your Martial Arts Firefight Attacks.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
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Action!/Skill/Arts
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{{IMPORT
|page=RoleplayingGames/Workshop/Action!/Skills/Arts
|wiki=Oscar
|status=0
|log=Project:Oscar (import)
}}
This is the skill of the fine and not-so-fine arts. Higher values produce better works, like by even more people (Use the resources table with half skill value).
[[Category:Action!]]
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Astral Sight
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====[[#Astral Sight|Astral Sight]]====
Discipline use (Powers): Nethermancer, Wizard.<br>
Strain 1: Powers+Soul vs Spell Defense of target to see magic items, creatures and destiny.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Avoid Blow
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====[[#Avoid Blow|Avoid Blow]]====
Discipline use (Dodge): Air Sailor, Boatman, Thief, Troubadour or Warrior.<br>
The Avoid Blow talent allows an Adept to dodge blows directed at him in combat at the last minute.<br>
Focus: You may actively Dodge, once per Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Bank Shot
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====[[#Bank Shot|Bank Shot]]====
Discipline use (Archery, Throwing Weapons): Archer, Thief.<br>
The Bank Shot talent allows an Adept to ricochet missile and thrown weapons off obstacles on the way to their target. An Adept need not have line of sight to the target when he uses Bank Shot, but must have had line of sight to the target. A bank shot destroys arrows and bolts used to make the shot. Though the bank shot nicks and scratches daggers and other throwing weapons, these remain usable.<br>
Attack, Strain 1: You may attack any target in range, ignoring cover and line-of-sight.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Battle Bellow
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====[[#Battle Bellow|Battle Bellow]]====
Discipline use (Intimidate): Sky Raider.<br>
The Battle Bellow talent allows an Adept to intimidate foes.<br>
Attack, Strain 1: You may Intimidate (Intimidate+Charisma/Intimidation+Empathy) any and all opponents as part of your Attack, with normal multi-action penalties. A successful Intimidation causes Circle points of Impairment for 1 Sequence.<br>
If the Adept gains 5 EV on his Intimidation, he provides +Circle AV to all friendly Battle Shouts within [ Circle x 10 ] meters.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Battle Shout
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====[[#Battle Shout|Battle Shout]]====
Discipline use (Intimidate): Sky Raider.<br>
The Battle Shout talent allows an Adept to intimidate foes.<br>
Attack, Strain 1: You may Intimidate (Intimidate+Charisma/Intimidation+Empathy) any and all opponents as part of your Attack, with normal multi-action penalties. A successful Intimidation causes Circle points of Impairment for 1 Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Beastmaster (Earthdawn!)
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond (D)]]====
====[[Talents (Earthdawn!)#Claw Shape|Claw Shape (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Tracking Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Creature Analysis|Creature Analysis (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Borrow Sense|Borrow Sense (D)]]====
====[[Talents (Earthdawn!)#Cat's Paw|Cat's Paw (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Frighten Animal Servants|Frighten Animal Servants (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Beast Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Heal Animal Servant|Heal Animal Servant (D)]]====
====[[Talents (Earthdawn!)#Incite Stampede|Incite Stampede (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Strength Adept (Free)]]====
====[[Talents (Earthdawn!)#Endure Cold|Endure Cold]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap (D)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing]]====
====[[Talents (Earthdawn!)#Claw Frenzy|Claw Frenzy (D)]]====
====[[Talents (Earthdawn!)#Sense Poison|Sense Poison (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Adept|Focus Adept (Free)]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart (D)]]====
====[[Talents (Earthdawn!)#Poison Resistance|Poison Resistance (D)]]====
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Blood Share
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==== [[#Blood Share|Blood Share]]====
Discipline use (Adept Powers): Cavalryman.<br>
The Blood Share talent allows an Adept to transfer damage between his mount and himself. First, the Adept makes a small cut somewhere on himself and on his mount, then touches the two cuts together.
Blood Share talent normally does not require the character to spend Focus, but if a Cavalryman wants to use this talent on another willing Adept, he can do so by spending 1 Focus. Using Blood Share in this way requires that deep trust exist between the Adept and his volunteering comrade. Members of the Cavalryman Discipline almost universally honor this trust, and have coined the term "blood betrayer" to refer to anyone who uses Blood Share to transfer so much damage to another Adept that the second Adept dies. Other Cavalrymen shun blood betrayers.<br>
Action (Focus): Adept Powers+Toughness/0. Transfer up to this EV in Shock points, and EV/5 Wounds.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Boatman (Earthdawn!)
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Captain Adept]]====
====[[Talents (Earthdawn!)#Adept|Martial Arts Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Acrobatic Strike|Acrobatic Strike]]====
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Read River|Read River (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Cast Net|Cast Net (D)]]====
====[[Talents (Earthdawn!)#Haggle|Haggle (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept (Free)]]====
====[[Talents (Earthdawn!)#Mystic Aim|Mystic Aim]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Net Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Engaging Banter|Engaging Banter]]====
====[[Talents (Earthdawn!)#Evaluate|Evaluate (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Melee Weapon Adept (Free)]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing]]====
====[[Talents (Earthdawn!)#First Impression|First Impression]]====
====[[Talents (Earthdawn!)#Great Leap|Great Leap]]====
==8th Circle==
====[[Talents (Earthdawn!)#Increase Initiative|Increase Initiative]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart]]====
====[[Talents (Earthdawn!)#Wound Balance|Wound Balance]]====
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Borrow Sense
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====[[#Borrow Sense|Borrow Sense]]====
Discipline use (Survival, Perception): Beastmaster.<br>
Using the Borrow Sense talent, a character temporarily takes one of an animal's five senses of touch, taste, hearing, smell, or sight for use as his own. The animal loses that sense for the duration of that borrowing. For this reason, only animals loyal to the Adept will submit to Borrow Sense.<br>
Action: Gain the use of any and all senses of an animal for Circle minutes. This provides +Circle on Survival and Perception rolls.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Call Arrow
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====[[#Call Arrow|Call Arrow]]====
Discipline use (Adept Powers): Archer.<br>
The Call Arrow talent allows an Adept to retrieve fired arrows he has fired. The talent works on any arrows the Adept fired that remain within 100 yards of him or her. The called arrows fly toward the Adept, tumbling and rotating into proper position, then drop into the quiver. Call Arrow only retrieves the arrows; the Adept cannot also tie or attach the called arrows to another object in an attempt to retrieve that object. Call Arrow also extracts arrows from targets and returns them to the Adept.<br>
Action: Adept Powers+Focus Difficulty 0 to call arrows. Call back [ Circle+EV/5 ] arrows.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Called Shot
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====[[#Called Shot|Called Shot]]====
Discipline use (Archery): Archer.<br>
Discipline use (Martial Arts): Swordmaster.<br>
An Adept can use the Called Shot talent to impress onlookers with a display of targeting accuracy. The Adept announces his attack aloud, naming his target and roughly where the shot will strike. A successful hit means the shot hit in approximately the called spot. Opponents who see this display of skill are suitably impressed.<br>
Attack, Strain 1: You may Intimidate a number of onlookers equal to your Circle with an attack, causing 1 point of impairment on their next Action.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Carromeleg
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Elven Martial Arts.
=== Way of the Carromeleg ===
Focus 2<br>
Passive: You may use any '''unarmed''' Carromeleg technique while wielding one sword or one spear.<br>
Passive: Deal +3 Damage if you haven't made a Move this round.
=== Stillness of the Woods ===
Focus 4<br>
Passive: You gain +4 Initiative while unarmed.
=== Deep Forest Strike ===
Focus 6<br>
Attack: Your unarmed Martial Arts Attack gains +5 AV if you attack before your opponent's Initiative.
=== Carromeleg Stance ===
Focus 8<br>
Stance, Focus: Gain the following abilities:<br>
Action: You may pause a moment, assessing the situation and gaining 3 Shots to your Shots Pool. This cannot raise your Shots Pool above your Initiative.<br>
Shot: You gain +d10 Initiative this round.
=== Elk Hunter Heart Blow ===
Focus 10<br>
Focus, Attack: Your Outcome is doubled on this unarmed Attack. If you inflict one or more Wounds, you regain Focus equal to the Wounds inflicted.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
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Cavalryman (Earthdawn!)
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Segmarian>Segmarian
0
1 revision
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Adept|Ride Adept]]====
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond]]====
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow]]====
====[[Talents (Earthdawn!)#Charge|Charge (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Blood Share|Blood Share (D)]]====
====[[Talents (Earthdawn!)#Durability|Durability (1/2)]]====
====[[Talents (Earthdawn!)#Empathic Command|Empathic Command (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Spirit Mount|Spirit Mount (D)]]====
====[[Talents (Earthdawn!)#Wheeling Attack|Wheeling Attack]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Mount Adept (Free)]]====
====[[Talents (Earthdawn!)#Resist Taunt|Resist Taunt (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Rider Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Sure Mount|Sure Mount (D)]]====
====[[Talents (Earthdawn!)#Wheeling Defense|Wheeling Defense (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Dominate Beast|Dominate Beast]]====
====[[Talents (Earthdawn!)#Durability (Mount)|Durability (Mount)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Lasting Impression|Lasting Impression]]====
==8th Circle==
====[[Talents (Earthdawn!)#Social Defense|Social Defense]]====
====[[Talents (Earthdawn!)#Fearsome Charge|Fearsome Charge (D)]]====
====[[Talents (Earthdawn!)#Mount Attack|Mount Attack (D)]]====
1a7489178e88c944fc1af11bd4e4cb346760d8d8
Star Tribes!/Character
0
51
682
2011-07-17T09:24:11Z
Segmarian>Segmarian
0
1 revision
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[[Category:Action!]][[Category:Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 80 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Animal Schticks]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Mystic Universities====
Have access to [[Sorcery (Star Tribes!)|Sorcery]] Schticks.
----
When someone gets a lot of Animal schticks, he
becomes as one with his totem, and gains
Transformation as per the Creature Powers
schtick. In the transformed state, he can buy CPs
as he wants. He can’t use any of the powers
untransformed.
7e2b9fc404c59bce970f1d99d094b0b92e9ac2d3
Charge
0
54
776
2011-07-17T09:24:11Z
Segmarian>Segmarian
0
1 revision
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====[[#Charge|Charge]]====
Discipline use (Charge damage): Cavalryman.<br>
Passive, 2 Full Moves: The Adept may make an Attack with +Circle damage, with Damage based on his or his Mount's Strength, adding any weapon used.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
1aa72f739efa89ddc52b2161fa4f10f162d52c96
Claw Frenzy
0
56
782
2011-07-17T09:24:12Z
Segmarian>Segmarian
0
1 revision
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====[[#Claw Frenzy|Claw Frenzy]]====
Discipline use (Martial Arts): Beastmaster.<br>
Using the Claw Frenzy talent, a character can make more effective, and possibly, multiple attacks using the Claw Shape talent.<br>
Attack Action, Focus: You may attack Circle times with Claw Shape. To gain the discipline bonus past the first time, you must pay an extra Focus per Claw Shape Attack. You may also pay Focus points to do extra damage with each Claw Shape Attack.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
909732e220cca0b71ffb34e2e200a831f635c092
Cobra Strike
0
58
788
2011-07-17T09:24:12Z
Segmarian>Segmarian
0
1 revision
wikitext
text/x-wiki
====[[#Cobra Strike|Cobra Strike]]====
Discipline use (Initiative): Warrior.<br>
The Cobra Strike talent allows an Adept to make incredibly quick attacks in the first Sequence of combat. Cobra Strike only works for the first Sequence of combat against any one opponent.<br>
Strain 1: +Circle to Shot Count this Sequence. During the Sequence you may make one Attack with +Circle AV. This is not stackable with other talents that raise Initiative.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
cfe09ccfb74a31df721936a9e5a3bc51356715a1
Conceal Weapon
0
59
791
2011-07-17T09:24:13Z
Segmarian>Segmarian
0
1 revision
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====[[#Conceal Weapon|Conceal Weapon]]====
Discipline use (Attacks with Concealed Weapon): Thief.<br>
An Adept can use the Conceal Weapon talent to use sleight of hand and illusion to hide weapons somewhere on his or her body.<br>
Action, Strain 1: The Adept hides a weapon. Once the Adept initiates combat with the hidden weapon, he gains Shots equal to his Circle. The concealment lasts 24 hours or until the weapon is detected or removed.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
fe97fdb12bd0eb72e6cb3d821f7fc8d74a06a7d2
Creature Analysis
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61
803
2011-07-17T09:24:13Z
Segmarian>Segmarian
0
1 revision
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====[[#Creature Analysis|Creature Analysis]]====
Discipline use (Adept Powers): Beastmaster.<br>
The Creature Analysis talent allows a character to use scholarship and divination magic to gain information about a creature he is observing.<br>
Action, Strain 1: Roll Adept Powers+Soul/Powers+Soul of the creature. He may ask the gamemaster one specific question about the creature, plus one per 5 EV. For the purposes of this talent, the player can ask a specific question that would reveal one of the creature's game statistics or abilities. The
gamemaster should, however, cheerfully disallow questions comparing more than one statistic, such as "Is this beast tougher than I am?" or "Which is higher, its Action or Powers?".
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
4930dde46b6308d620e5bd09b414020926f6b51e
Star Tribes!/Culture
0
62
808
2011-07-17T11:31:42Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
==Star Tribes History==
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Tribal. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the families Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People is surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
0cf650d6ba79335817113062ed5c5d2af443cd3c
Claw Shape
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785
2011-07-24T08:42:54Z
Segmarian>Segmarian
0
/* Claw Shape */
wikitext
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====[[#Claw Shape|Claw Shape]]====
Discipline use (Claw Shape Damage): Beastmaster.<br>
The Claw Shape talent changes an Adept's dominant hand into a fearsome clawed weapon.<br>
Passive, Focus: You do Strength+Circle+3 Damage with an unarmed Martial Arts Attack. Discipline users may add an extra Focus to this Attack, for more Damage.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
27030311c531ce3ea3bc1e3db807f708870da0ca
Earthdawn!/Discipline/Archer/Talents
0
28
448
2011-07-24T09:03:50Z
Segmarian>Segmarian
0
/* 4th Circle */
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
{{:Adept}}
<br> (Archery)
{{:Direction Arrow}}
{{:Karma Ritual}}
{{:Mystic Aim}}
{{:True Shot}}
==2nd Circle==
{{:Durability}}
{{:Sprint}}
==3rd Circle==
{{:Flame Arrow}}
{{:Wound Balance}}
{{:Adept}}
<br>(Agility)
{{:Thread Weaving}}
{{:Thread Weaving (Group)}}
==5th Circle==
{{:Physical Defense}}
{{:First Impression }}
{{:Stopping Aim}}
==6th Circle==
{{:Adept}}
<br> (Archery Damage)
{{:Bank Shot}}
{{:Speak Language}}
==7th Circle==
{{:Increase Initiative}}
{{:Anticipate Blow}}
{{:Call Arrow}}
==8th Circle==
{{:Spell Defense}}
{{:Called Shot}}
{{:Eagle Eye}}
e528c7c5a3d38b8db771f991998cb2c9d5f2a1cd
Action!/Attribute/Agility
0
19
296
2011-08-20T07:57:30Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
Used for speed- and agility-related physical actions. Contributes to [[Shot Count (Action!)|Shot Count]] and [[Move (Action!)|Move]].
[[Category:Action!]]
[[Category:Attribute]]
8920ba8a9743aaeecd4936e42bf1cd68fcb97e73
Charisma (Action!)
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55
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Segmarian>Segmarian
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wikitext
text/x-wiki
This attribute regulates force of personality.
[[Category:Action!]]
[[Category:Attribute]]
0d61ee8eccaed4a87fed292785ae8af826e7d432
Exalted
0
10
92
2011-08-30T18:22:43Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Image:Solar_Exalted_Logo.gif|link=Exalted]]<br>
[[Category:Exalted]]
82da02593fd85d9825c91dd02f2e9748bd60d4bc
Category:Exalted
14
11
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2011-08-30T18:22:43Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Image:Solar_Exalted_Logo.gif|link=Exalted]]<br>
[[Category:Exalted]]
82da02593fd85d9825c91dd02f2e9748bd60d4bc
Action!/Proficiency/Archaic
0
26
436
2011-09-07T14:48:33Z
Segmarian>Segmarian
0
moved [[Archaic]] to [[Archaic (Action!)]]
wikitext
text/x-wiki
Bows, crossbows, slings and other mechanically enhanced throwing implements.
[[Category:Action!]][[Category:Skills]]
ca5f72595d271e44cd747f4b2ecbb56f6e8e170c
Action!/Proficiency/Bluff
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41
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Segmarian>Segmarian
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text/x-wiki
The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
[[Category:Action!]][[Category:Skills]]
94e27471e2c6e700d524d2b320c568fad9ad9cc3
Cat's Paw
0
49
676
2011-10-22T09:27:14Z
Segmarian>Segmarian
0
/* Cat's Paw */
wikitext
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====[[#Cat's Paw|Cat's Paw]]====
Discipline use (Sneak): Beastmaster.<br>
The Cat's Paw talent permits a character to move quietly.<br>
Strain 1: Sneak with +Circle bonus EV.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
2fac7024ec558479637055af6b609d7804da7913
Action!/Schtick/Sorcery/Blast
0
39
525
2011-10-22T23:23:24Z
Segmarian>Segmarian
0
/* Sorcerous Claws */
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[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage.
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
431b13ea0020132d266b67305107b6764e2f0a40
Characters (Earthdawn!)
0
53
767
2011-10-23T14:35:14Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Earthdawn!}}
[[Category:Action!]][[Category:Earthdawn!]]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
da42bdfba299282b099aad58fac47ec62388e6b0
Action!/Schtick/Fu/Crane
0
60
794
2011-10-31T08:19:24Z
Segmarian>Segmarian
0
/* Flight of the Crane */
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=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 2<br>
Action: You may spend an Action focusing on Crane Style Kung Fu, gaining a +4 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 2<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 4<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 5<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 6<br>
Passive, Stance: You may use your Focus as Strength.
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 8<br>
Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 8<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
9c0577312c37fb2ec67ba80646bcdfda265a9732
Action!/Character
0
52
741
2011-11-23T07:44:44Z
Segmarian>Segmarian
0
/* Schtick Points */
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__NOTOC__
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
[[Category:Action!]]
d2adce6d08535ed63959b6bd269a85bc4df2e205
Action!/Attribute
0
33
478
2012-01-09T10:10:53Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||(Agility+Wits+Luck)/3(rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||(Toughness+Focus)x2
|-
||[[Presence (Action!)|Presence]]||(Charisma+Manipulation+Empathy)/3(rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||(Strength+Agility+Toughness)/3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
[[Category:Action!]][[Category:Attribute]]
07655dd1bb52bbc06b4879374b744d52301a5994
Action!/Schtick/Cyber
0
63
829
2012-01-09T19:37:35Z
Segmarian>Segmarian
0
/* Claws */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== Knucks ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== Melee Upgrade ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== MicroCybRadar ====
May use Perception in 360 degrees, Wits meters away.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
c6e6f11120882ad1dbee4ca4f11b70ea79e4905b
Action!/Equipment/Armor
0
30
459
2012-01-24T15:45:48Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||Tou+1|||Cloth Armor, Leather
|-
||Tou+2|||Thick Leather, Studded Leather
|-
||Tou+3|||Cuirbouilli, Ringmail
|-
||Tou+4|||Chainshirt
|-
||Tou+5|||Splintmail
|-
||Tou+6|||Lorica segmentata, Bulletproof vest
|-
||Tou+7|||Iron Cuirass, Chain Dress
|-
||Tou+8|||Steel cuirass, Reinforced protective vest
|-
||Tou+9|||Chainmail
|-
||Tou+10|||Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
|-
||Tou+11|||Reinforced chainmail
|-
||Tou+12|||Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
|-
||Tou+13|||Heavy plate armor
|-
||Tou+14|||Maximilliam armor, Door suit, Near future armor
|-
||Tou+15|||Encounter suit w/ shields
|-
||Tou+16|||Space Marine armor, Heavy near future armor
|-
||Tou+17|||Overcharged Encounter suit
|-
||Tou+18|||Near future assault armor
|-
||Tou+19|||Reinforced near future assault armor
|-
||Tou+20|||Space Marine Terminator armor, Anti-Death Field
|}
[[Category:Action!]]
18653a3d41aa11b3a047fb2835e28f58d32565e1
Boxing (Action!)
0
44
632
2012-02-21T08:59:26Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
Focus: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires all other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
5644838759b86082b8ff2b94e92e5b243d2bef12
Action!/Schtick/Fu/Brawling
0
45
650
2012-02-21T18:08:08Z
Segmarian>Segmarian
0
/* Neck Blow */
wikitext
text/x-wiki
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict 1 SP.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
After Hit: +3 EV, +1 EV multiplier.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, with a Knockdown if you hit.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
672bbc3867b41050af0b83eba7594f10ad488a53
651
650
2012-10-28T18:59:15Z
Segmarian>Segmarian
0
1 revision: My old wiki from wikkii
wikitext
text/x-wiki
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict 1 SP.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
After Hit: +3 EV, +1 EV multiplier.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, with a Knockdown if you hit.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
672bbc3867b41050af0b83eba7594f10ad488a53
Action!/Schtick/Animal
0
22
306
2012-06-14T18:49:35Z
Segmarian>Segmarian
0
/* Vital Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Attack, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
==Charge==
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Attack, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
==Charge==
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Exalted
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{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Rules (Exalted)]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
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Main Page
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[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[Tv-Series]]
== Administration ==
*[[:Special:Categories|Categories]]
== Links ==
* [http://fireemblem.wikia.com/wiki/Fire_Emblem_Wikia Fire Emblem Wikia]
* [http://whitewolf.wikia.com/wiki/Main_Page White Wolf Wikia]
* [http://advancewars.wikia.com/wiki/Main_Page Advance Wars Wikia]
* [http://exalted.xi.co.nz/wiki Exalted Wiki]
* [http://white-wolf.com White Wolf]
* [http://wiki.white-wolf.com/exalted/ Exalted Official Wiki]
== Getting started ==
Consult the [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.
* [http://www.mediawiki.org/wiki/Manual:Configuration_settings Configuration settings list]
* [http://www.mediawiki.org/wiki/Manual:FAQ MediaWiki FAQ]
* [https://lists.wikimedia.org/mailman/listinfo/mediawiki-announce MediaWiki release mailing list]
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Action!/Skill/Academics
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{{IMPORT
|page=RoleplayingGames/Workshop/Action!/Skills/Academics
|wiki=Oscar
|status=0
|log=Project:Oscar (import)
}}
This skill is the skill of learning and education. There are any number of Skill Areas for this Skill.
[[Category:Action!]]
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Acrobatic Strike
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====[[#Acrobatic Strike|Acrobatic Strike]]====
Discipline use (Martial Arts): Air Sailor.<br>
Adepts use the Acrobatic Strike talent to make impossibly graceful, leaping, spinning attacks.<br>
Attack, Focus: Add Circle to Defense until end of Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Skill/Action
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*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
[[Category:Action!]]
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Adept
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====[[#Adept|[Skill or Attribute] Adept]]====
Cost:10.<br>
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Attribute/Agility
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Used for speed- and agility-related physical actions. Contributes to [[Shot Count (Action!)|Shot Count]] and [[Move (Action!)|Move]].
[[Category:Action!]]
[[Category:Attribute]]
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Air Dance
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====[[#Air Dance|Air Dance]]====
The Air Dance talent allows an Adept to walk on air, about 1 inch above the surface of the ground. Air Dance does not allow an Adept to stand suspended in midair, and can only be used in combination with Combat Movement. Air Dance makes it possible for an Adept to perform quick, gliding movements and rapid attacks.<br>
Strain 1: Add Circle to Initiative this Sequence. If you have double the Initiative of an opponent, you may make an attack after he attacks you the first time. Ignore footing this Sequence. You can only Move once this Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Air Sailor (Earthdawn!)
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Acrobatic Strike|Acrobatic Strike (D)]]====
====[[Talents (Earthdawn!)#Adept|Air Sailing Adept]]====
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Great Leap|Great Leap (D)]]====
====[[Talents (Earthdawn!)#Maneuver|Maneuver]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Riposte|Riposte]]====
====[[Talents (Earthdawn!)#Wind Catcher|Wind Catcher (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Sky Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Air Dance|Air Dance (D)]]====
====[[Talents (Earthdawn!)#Second Weapon|Second Weapon]]====
==6th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Momentum Attack|Momentum Attack]]====
====[[Talents (Earthdawn!)#Taunt|Taunt]]====
==7th Circle==
====[[Talents (Earthdawn!)#Adept|Melee Weapon Damage Adept]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
==8th Circle==
====[[Talents (Earthdawn!)#Social Defense|Social Defense]]====
====[[Talents (Earthdawn!)#Anticipate Blow|Anticipate Blow]]====
====[[Talents (Earthdawn!)#Crushing Blow|Crushing Blow]]====
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Animal Bond
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====[[#Animal Bond|Animal Bond]]====
Cost: Special<br>
Discipline use (Animal actions): Beastmaster.<br>
You have bonded with an animal. It is are fiercely loyal and controlled by you.<br>
Passive: They cost 1 point per 5 points invested into the creature. You may invest a maximum of Circle x 10 points into them. You may buy several Animal Bonds, up to a maximum of Circle creatures.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Animal Possession
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====[[#Animal Possession|Animal Possession]]====
Discipline use (Adept Powers, All in animal): Beast Master.<br>
The Animal Possession talent allows an Adept to place his or her spirit into the body of an animal.<br>
Action, Strain 2: Adept Powers+Soul vs animal's Willpower+Soul. Success indicates that the Adept now controls the animal's body, but not vice versa. While using Animal Possession, the Adept's physical form slumps into a coma-like state. He retains his own intelligence while in the animal body, but cannot perform any actions of which the animal is not normally capable. The Adept's control lasts for a number of hours equal to his Circle or until the animal and Adept touch again. When the possession ends or the animal and Adept touch, both spirits return to their proper bodies. If either the animal's or the Adept's body is killed, the spirits and bodies will both die.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Anticipate Blow
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====[[#Anticipate Blow|Anticipate Blow]]====
Discipline use (Martial Arts): Warrior.<br>
The Anticipate Blow talent allows an Adept to better defend against an incoming
attack. The Adept must have a higher Initiative in order to use Anticipate Blow
against an attacking opponent.<br>
Attack, Focus: If your Action Value is higher than your opponents Willpower, add a bonus equal to your Circle to this Attack's AV and your Defense. This does not combine with Air Dance.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Proficiency/Archaic
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Bows, crossbows, slings and other mechanically enhanced throwing implements.
[[Category:Action!]][[Category:Skills]]
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Earthdawn!/Discipline/Archer
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
[[Archer (Talents)]]
==1st Circle==
====[[Talents (Earthdawn!)#Adept|Archery Adept]]====
====[[Talents (Earthdawn!)#Direction Arrow|Direction Arrow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Mystic Aim|Mystic Aim (D)]]====
====[[Talents (Earthdawn!)#True Shot|True Shot (D)]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Sprint|Sprint]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Flame Arrow|Flame Arrow]]====
====[[Talents (Earthdawn!)#Wound Balance|Wound Balance]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept (Free)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Arrow Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#First Impression|First Impression]]====
====[[Talents (Earthdawn!)#Stopping Aim|Stopping Aim (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Archery Damage Adept (Free)]]====
====[[Talents (Earthdawn!)#Bank Shot|Bank Shot (D)]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Initiative|Increase Initiative]]====
====[[Talents (Earthdawn!)#Anticipate Blow|Anticipate Blow]]====
====[[Talents (Earthdawn!)#Call Arrow|Call Arrow (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Called Shot|Called Shot (D)]]====
====[[Talents (Earthdawn!)#Eagle Eye|Eagle Eye (D)]]====
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Earthdawn!/Discipline/Archer/Talents
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
{{:Adept}}
<br> (Archery)
{{:Direction Arrow}}
{{:Karma Ritual}}
{{:Mystic Aim}}
{{:True Shot}}
==2nd Circle==
{{:Durability}}
{{:Sprint}}
==3rd Circle==
{{:Flame Arrow}}
{{:Wound Balance}}
{{:Adept}}
<br>(Agility)
{{:Thread Weaving}}
{{:Thread Weaving (Group)}}
==5th Circle==
{{:Physical Defense}}
{{:First Impression }}
{{:Stopping Aim}}
==6th Circle==
{{:Adept}}
<br> (Archery Damage)
{{:Bank Shot}}
{{:Speak Language}}
==7th Circle==
{{:Increase Initiative}}
{{:Anticipate Blow}}
{{:Call Arrow}}
==8th Circle==
{{:Spell Defense}}
{{:Called Shot}}
{{:Eagle Eye}}
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Ares Firefight
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=== Gun Kata ===
Focus 2<br/>
Passive:You may now use Guns with Martial Arts, even shooting in close combat.<br/>
Passive:You may attack with Guns in close combat, doing Strength+5 resisted by Toughness, doing damage to Shots, not Wounds, but shockpoints as usual.
=== Bullet Ballet ===
Focus 4<br/>
Passive: You may Move 1 every time you are Attacked.
=== Statistic Prediction ===
Focus 5<br/>
Passive: Your Passive Dodge is now AV+3.
=== Firefight Stance ===
Focus 6<br/>
Focus, Stance: You gain the following abilities:<br/>
Passive: You gain +5 to Initiative.<br/>
Passive: You regenerate 1 Shot each round.
Attack: You gain +1 AV to your Martial Arts Firefight Attacks.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
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Action!/Equipment/Armor
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{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||Tou+1|||Cloth Armor, Leather
|-
||Tou+2|||Thick Leather, Studded Leather
|-
||Tou+3|||Cuirbouilli, Ringmail
|-
||Tou+4|||Chainshirt
|-
||Tou+5|||Splintmail
|-
||Tou+6|||Lorica segmentata, Bulletproof vest
|-
||Tou+7|||Iron Cuirass, Chain Dress
|-
||Tou+8|||Steel cuirass, Reinforced protective vest
|-
||Tou+9|||Chainmail
|-
||Tou+10|||Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
|-
||Tou+11|||Reinforced chainmail
|-
||Tou+12|||Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
|-
||Tou+13|||Heavy plate armor
|-
||Tou+14|||Maximilliam armor, Door suit, Near future armor
|-
||Tou+15|||Encounter suit w/ shields
|-
||Tou+16|||Space Marine armor, Heavy near future armor
|-
||Tou+17|||Overcharged Encounter suit
|-
||Tou+18|||Near future assault armor
|-
||Tou+19|||Reinforced near future assault armor
|-
||Tou+20|||Space Marine Terminator armor, Anti-Death Field
|}
[[Category:Action!]]
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Action!/Skill/Arts
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{{IMPORT
|page=RoleplayingGames/Workshop/Action!/Skills/Arts
|wiki=Oscar
|status=0
|log=Project:Oscar (import)
}}
This is the skill of the fine and not-so-fine arts. Higher values produce better works, like by even more people (Use the resources table with half skill value).
[[Category:Action!]]
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Astral Sight
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====[[#Astral Sight|Astral Sight]]====
Discipline use (Powers): Nethermancer, Wizard.<br>
Strain 1: Powers+Soul vs Spell Defense of target to see magic items, creatures and destiny.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Attribute
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||(Agility+Wits+Luck)/3(rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||(Toughness+Focus)x2
|-
||[[Presence (Action!)|Presence]]||(Charisma+Manipulation+Empathy)/3(rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||(Strength+Agility+Toughness)/3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
[[Category:Action!]][[Category:Attribute]]
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Avoid Blow
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507
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====[[#Avoid Blow|Avoid Blow]]====
Discipline use (Dodge): Air Sailor, Boatman, Thief, Troubadour or Warrior.<br>
The Avoid Blow talent allows an Adept to dodge blows directed at him in combat at the last minute.<br>
Focus: You may actively Dodge, once per Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Bank Shot
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====[[#Bank Shot|Bank Shot]]====
Discipline use (Archery, Throwing Weapons): Archer, Thief.<br>
The Bank Shot talent allows an Adept to ricochet missile and thrown weapons off obstacles on the way to their target. An Adept need not have line of sight to the target when he uses Bank Shot, but must have had line of sight to the target. A bank shot destroys arrows and bolts used to make the shot. Though the bank shot nicks and scratches daggers and other throwing weapons, these remain usable.<br>
Attack, Strain 1: You may attack any target in range, ignoring cover and line-of-sight.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Battle Bellow
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====[[#Battle Bellow|Battle Bellow]]====
Discipline use (Intimidate): Sky Raider.<br>
The Battle Bellow talent allows an Adept to intimidate foes.<br>
Attack, Strain 1: You may Intimidate (Intimidate+Charisma/Intimidation+Empathy) any and all opponents as part of your Attack, with normal multi-action penalties. A successful Intimidation causes Circle points of Impairment for 1 Sequence.<br>
If the Adept gains 5 EV on his Intimidation, he provides +Circle AV to all friendly Battle Shouts within [ Circle x 10 ] meters.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Battle Shout
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====[[#Battle Shout|Battle Shout]]====
Discipline use (Intimidate): Sky Raider.<br>
The Battle Shout talent allows an Adept to intimidate foes.<br>
Attack, Strain 1: You may Intimidate (Intimidate+Charisma/Intimidation+Empathy) any and all opponents as part of your Attack, with normal multi-action penalties. A successful Intimidation causes Circle points of Impairment for 1 Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Beastmaster (Earthdawn!)
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521
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond (D)]]====
====[[Talents (Earthdawn!)#Claw Shape|Claw Shape (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Tracking Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Creature Analysis|Creature Analysis (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Borrow Sense|Borrow Sense (D)]]====
====[[Talents (Earthdawn!)#Cat's Paw|Cat's Paw (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Frighten Animal Servants|Frighten Animal Servants (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Beast Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Heal Animal Servant|Heal Animal Servant (D)]]====
====[[Talents (Earthdawn!)#Incite Stampede|Incite Stampede (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Strength Adept (Free)]]====
====[[Talents (Earthdawn!)#Endure Cold|Endure Cold]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap (D)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing]]====
====[[Talents (Earthdawn!)#Claw Frenzy|Claw Frenzy (D)]]====
====[[Talents (Earthdawn!)#Sense Poison|Sense Poison (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Adept|Focus Adept (Free)]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart (D)]]====
====[[Talents (Earthdawn!)#Poison Resistance|Poison Resistance (D)]]====
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Action!/Schtick/Sorcery/Blast
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[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage.
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
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Blood Share
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==== [[#Blood Share|Blood Share]]====
Discipline use (Adept Powers): Cavalryman.<br>
The Blood Share talent allows an Adept to transfer damage between his mount and himself. First, the Adept makes a small cut somewhere on himself and on his mount, then touches the two cuts together.
Blood Share talent normally does not require the character to spend Focus, but if a Cavalryman wants to use this talent on another willing Adept, he can do so by spending 1 Focus. Using Blood Share in this way requires that deep trust exist between the Adept and his volunteering comrade. Members of the Cavalryman Discipline almost universally honor this trust, and have coined the term "blood betrayer" to refer to anyone who uses Blood Share to transfer so much damage to another Adept that the second Adept dies. Other Cavalrymen shun blood betrayers.<br>
Action (Focus): Adept Powers+Toughness/0. Transfer up to this EV in Shock points, and EV/5 Wounds.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Proficiency/Bluff
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619
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The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
[[Category:Action!]][[Category:Skills]]
94e27471e2c6e700d524d2b320c568fad9ad9cc3
Boatman (Earthdawn!)
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627
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Captain Adept]]====
====[[Talents (Earthdawn!)#Adept|Martial Arts Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Acrobatic Strike|Acrobatic Strike]]====
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Read River|Read River (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Cast Net|Cast Net (D)]]====
====[[Talents (Earthdawn!)#Haggle|Haggle (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept (Free)]]====
====[[Talents (Earthdawn!)#Mystic Aim|Mystic Aim]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Net Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Engaging Banter|Engaging Banter]]====
====[[Talents (Earthdawn!)#Evaluate|Evaluate (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Melee Weapon Adept (Free)]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing]]====
====[[Talents (Earthdawn!)#First Impression|First Impression]]====
====[[Talents (Earthdawn!)#Great Leap|Great Leap]]====
==8th Circle==
====[[Talents (Earthdawn!)#Increase Initiative|Increase Initiative]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart]]====
====[[Talents (Earthdawn!)#Wound Balance|Wound Balance]]====
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Borrow Sense
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====[[#Borrow Sense|Borrow Sense]]====
Discipline use (Survival, Perception): Beastmaster.<br>
Using the Borrow Sense talent, a character temporarily takes one of an animal's five senses of touch, taste, hearing, smell, or sight for use as his own. The animal loses that sense for the duration of that borrowing. For this reason, only animals loyal to the Adept will submit to Borrow Sense.<br>
Action: Gain the use of any and all senses of an animal for Circle minutes. This provides +Circle on Survival and Perception rolls.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Boxing (Action!)
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Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
Focus: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires all other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
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Call Arrow
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665
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====[[#Call Arrow|Call Arrow]]====
Discipline use (Adept Powers): Archer.<br>
The Call Arrow talent allows an Adept to retrieve fired arrows he has fired. The talent works on any arrows the Adept fired that remain within 100 yards of him or her. The called arrows fly toward the Adept, tumbling and rotating into proper position, then drop into the quiver. Call Arrow only retrieves the arrows; the Adept cannot also tie or attach the called arrows to another object in an attempt to retrieve that object. Call Arrow also extracts arrows from targets and returns them to the Adept.<br>
Action: Adept Powers+Focus Difficulty 0 to call arrows. Call back [ Circle+EV/5 ] arrows.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Called Shot
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667
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====[[#Called Shot|Called Shot]]====
Discipline use (Archery): Archer.<br>
Discipline use (Martial Arts): Swordmaster.<br>
An Adept can use the Called Shot talent to impress onlookers with a display of targeting accuracy. The Adept announces his attack aloud, naming his target and roughly where the shot will strike. A successful hit means the shot hit in approximately the called spot. Opponents who see this display of skill are suitably impressed.<br>
Attack, Strain 1: You may Intimidate a number of onlookers equal to your Circle with an attack, causing 1 point of impairment on their next Action.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
49648fec6d43cc79f48416ebc6e5fb6ffb845e6a
Carromeleg
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671
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Elven Martial Arts.
=== Way of the Carromeleg ===
Focus 2<br>
Passive: You may use any '''unarmed''' Carromeleg technique while wielding one sword or one spear.<br>
Passive: Deal +3 Damage if you haven't made a Move this round.
=== Stillness of the Woods ===
Focus 4<br>
Passive: You gain +4 Initiative while unarmed.
=== Deep Forest Strike ===
Focus 6<br>
Attack: Your unarmed Martial Arts Attack gains +5 AV if you attack before your opponent's Initiative.
=== Carromeleg Stance ===
Focus 8<br>
Stance, Focus: Gain the following abilities:<br>
Action: You may pause a moment, assessing the situation and gaining 3 Shots to your Shots Pool. This cannot raise your Shots Pool above your Initiative.<br>
Shot: You gain +d10 Initiative this round.
=== Elk Hunter Heart Blow ===
Focus 10<br>
Focus, Attack: Your Outcome is doubled on this unarmed Attack. If you inflict one or more Wounds, you regain Focus equal to the Wounds inflicted.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
813c212cfbfab5a27a8742657d0468e430143c00
Cat's Paw
0
49
677
676
2012-10-28T18:59:15Z
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====[[#Cat's Paw|Cat's Paw]]====
Discipline use (Sneak): Beastmaster.<br>
The Cat's Paw talent permits a character to move quietly.<br>
Strain 1: Sneak with +Circle bonus EV.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
2fac7024ec558479637055af6b609d7804da7913
Cavalryman (Earthdawn!)
0
50
680
679
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Adept|Ride Adept]]====
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond]]====
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow]]====
====[[Talents (Earthdawn!)#Charge|Charge (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Blood Share|Blood Share (D)]]====
====[[Talents (Earthdawn!)#Durability|Durability (1/2)]]====
====[[Talents (Earthdawn!)#Empathic Command|Empathic Command (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Spirit Mount|Spirit Mount (D)]]====
====[[Talents (Earthdawn!)#Wheeling Attack|Wheeling Attack]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Mount Adept (Free)]]====
====[[Talents (Earthdawn!)#Resist Taunt|Resist Taunt (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Rider Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Sure Mount|Sure Mount (D)]]====
====[[Talents (Earthdawn!)#Wheeling Defense|Wheeling Defense (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Dominate Beast|Dominate Beast]]====
====[[Talents (Earthdawn!)#Durability (Mount)|Durability (Mount)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Lasting Impression|Lasting Impression]]====
==8th Circle==
====[[Talents (Earthdawn!)#Social Defense|Social Defense]]====
====[[Talents (Earthdawn!)#Fearsome Charge|Fearsome Charge (D)]]====
====[[Talents (Earthdawn!)#Mount Attack|Mount Attack (D)]]====
1a7489178e88c944fc1af11bd4e4cb346760d8d8
Star Tribes!/Character
0
51
683
682
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[[Category:Action!]][[Category:Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 80 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Animal Schticks]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Mystic Universities====
Have access to [[Sorcery (Star Tribes!)|Sorcery]] Schticks.
----
When someone gets a lot of Animal schticks, he
becomes as one with his totem, and gains
Transformation as per the Creature Powers
schtick. In the transformed state, he can buy CPs
as he wants. He can’t use any of the powers
untransformed.
7e2b9fc404c59bce970f1d99d094b0b92e9ac2d3
Action!/Character
0
52
742
741
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__NOTOC__
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
[[Category:Action!]]
d2adce6d08535ed63959b6bd269a85bc4df2e205
Characters (Earthdawn!)
0
53
768
767
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{{Template:Earthdawn!}}
[[Category:Action!]][[Category:Earthdawn!]]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
da42bdfba299282b099aad58fac47ec62388e6b0
Charge
0
54
777
776
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====[[#Charge|Charge]]====
Discipline use (Charge damage): Cavalryman.<br>
Passive, 2 Full Moves: The Adept may make an Attack with +Circle damage, with Damage based on his or his Mount's Strength, adding any weapon used.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
1aa72f739efa89ddc52b2161fa4f10f162d52c96
Charisma (Action!)
0
55
780
779
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This attribute regulates force of personality.
[[Category:Action!]]
[[Category:Attribute]]
0d61ee8eccaed4a87fed292785ae8af826e7d432
Claw Frenzy
0
56
783
782
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====[[#Claw Frenzy|Claw Frenzy]]====
Discipline use (Martial Arts): Beastmaster.<br>
Using the Claw Frenzy talent, a character can make more effective, and possibly, multiple attacks using the Claw Shape talent.<br>
Attack Action, Focus: You may attack Circle times with Claw Shape. To gain the discipline bonus past the first time, you must pay an extra Focus per Claw Shape Attack. You may also pay Focus points to do extra damage with each Claw Shape Attack.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
909732e220cca0b71ffb34e2e200a831f635c092
Claw Shape
0
57
786
785
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====[[#Claw Shape|Claw Shape]]====
Discipline use (Claw Shape Damage): Beastmaster.<br>
The Claw Shape talent changes an Adept's dominant hand into a fearsome clawed weapon.<br>
Passive, Focus: You do Strength+Circle+3 Damage with an unarmed Martial Arts Attack. Discipline users may add an extra Focus to this Attack, for more Damage.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
27030311c531ce3ea3bc1e3db807f708870da0ca
Cobra Strike
0
58
789
788
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====[[#Cobra Strike|Cobra Strike]]====
Discipline use (Initiative): Warrior.<br>
The Cobra Strike talent allows an Adept to make incredibly quick attacks in the first Sequence of combat. Cobra Strike only works for the first Sequence of combat against any one opponent.<br>
Strain 1: +Circle to Shot Count this Sequence. During the Sequence you may make one Attack with +Circle AV. This is not stackable with other talents that raise Initiative.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
cfe09ccfb74a31df721936a9e5a3bc51356715a1
Conceal Weapon
0
59
792
791
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====[[#Conceal Weapon|Conceal Weapon]]====
Discipline use (Attacks with Concealed Weapon): Thief.<br>
An Adept can use the Conceal Weapon talent to use sleight of hand and illusion to hide weapons somewhere on his or her body.<br>
Action, Strain 1: The Adept hides a weapon. Once the Adept initiates combat with the hidden weapon, he gains Shots equal to his Circle. The concealment lasts 24 hours or until the weapon is detected or removed.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
fe97fdb12bd0eb72e6cb3d821f7fc8d74a06a7d2
Action!/Schtick/Fu/Crane
0
60
795
794
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=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 2<br>
Action: You may spend an Action focusing on Crane Style Kung Fu, gaining a +4 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 2<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 4<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 5<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 6<br>
Passive, Stance: You may use your Focus as Strength.
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 8<br>
Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 8<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
9c0577312c37fb2ec67ba80646bcdfda265a9732
Creature Analysis
0
61
804
803
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====[[#Creature Analysis|Creature Analysis]]====
Discipline use (Adept Powers): Beastmaster.<br>
The Creature Analysis talent allows a character to use scholarship and divination magic to gain information about a creature he is observing.<br>
Action, Strain 1: Roll Adept Powers+Soul/Powers+Soul of the creature. He may ask the gamemaster one specific question about the creature, plus one per 5 EV. For the purposes of this talent, the player can ask a specific question that would reveal one of the creature's game statistics or abilities. The
gamemaster should, however, cheerfully disallow questions comparing more than one statistic, such as "Is this beast tougher than I am?" or "Which is higher, its Action or Powers?".
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
4930dde46b6308d620e5bd09b414020926f6b51e
Star Tribes!/Culture
0
62
809
808
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==Star Tribes History==
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Tribal. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the families Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People is surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
0cf650d6ba79335817113062ed5c5d2af443cd3c
810
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2013-07-08T13:16:59Z
Segmarian>Segmarian
0
/* Beast Rider Culture */
wikitext
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==Star Tribes History==
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the families Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People is surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
5699710a841913a179c6444ceeea0f5df190807f
811
810
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[[Star Tribes!]]
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the families Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People is surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
24f2e52726395d99439484a2aa406a77eec3703c
Action!/Schtick/Cyber
0
63
830
829
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<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== Knucks ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== Melee Upgrade ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== MicroCybRadar ====
May use Perception in 360 degrees, Wits meters away.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
c6e6f11120882ad1dbee4ca4f11b70ea79e4905b
831
830
2013-07-22T18:11:09Z
Segmarian>Segmarian
0
/* Cyber Schticks */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== Knucks ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== Melee Upgrade ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== MicroCybRadar ====
May use Perception in 360 degrees, Wits meters away.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
a6e35fe4fecce3226d93cbc363412edfffc653d9
832
831
2013-07-22T18:14:20Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== Knucks ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== Melee Upgrade ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== MicroCybRadar ====
May use Perception in 360 degrees, Wits meters away.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
20d88124bfc1880c63cfce80adebdad1e98a2716
833
832
2013-07-31T18:17:51Z
Segmarian>Segmarian
0
/* MicroCybRadar */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== Knucks ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== Melee Upgrade ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== MicroCybRadar ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
fe64e9b044467fc5dce8e037c3c39b49c5371139
834
833
2013-07-31T18:19:58Z
Segmarian>Segmarian
0
/* Level 3 Cyber */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== Knucks ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== Melee Upgrade ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
0b77416abc0adcb5a9de43d5a0c9729bc829fe04
835
834
2013-07-31T18:20:44Z
Segmarian>Segmarian
0
/* Melee Upgrade */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== Knucks ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
40b1233a35dc7d29bfec91194fdfc7d2dcc564a6
836
835
2013-07-31T18:21:04Z
Segmarian>Segmarian
0
/* Knucks */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== BioMonitor ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
ccd295daac1fb4d45aebe7cb230f744474a8e35a
837
836
2013-07-31T18:21:23Z
Segmarian>Segmarian
0
/* BioMonitor */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== Nerve Jack ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
f9b96edd49df49c33f29aa5fc2377f595d3c2624
838
837
2013-07-31T18:21:46Z
Segmarian>Segmarian
0
/* Nerve Jack */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12+2/level. Administers drugs and medicaments on order, too.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
8fb8d89bac9af752bf81501f7a99e14ac8f8a6e3
839
838
2013-07-31T18:22:49Z
Segmarian>Segmarian
0
/* BioMonitor */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
First snapshot incurs no snapshot penalty.<br>
You may split your Action into four snapshots.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
0eb30c4982f1f91b695525274a30ae261ccd51a6
840
839
2013-07-31T18:23:57Z
Segmarian>Segmarian
0
/* DualAction */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Reduce your multi-action penalty by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines. All attacks against you count as a snapshot (-3) or cost 1 Shot.<br>
''(Predictor sold separately)''
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
29e3138107f6303b0dda4773ab09b90781f1dfa3
841
840
2013-07-31T18:26:35Z
Segmarian>Segmarian
0
/* Evade Upgrade */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Reduce your multi-action penalty by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
a9092e40087104ddb95424cd8245077a432495ca
842
841
2013-07-31T18:27:00Z
Segmarian>Segmarian
0
/* DualAction */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
ca30ab65d0ba6794a14104f31e3b2e12c995a1e7
843
842
2013-07-31T18:30:06Z
Segmarian>Segmarian
0
/* Knucks */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks), (2) +6 Damage (Shock Knucks, (Do 3 extra SP)).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers._ <br>
You may now jump Movx4 meters as an Action.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
87e7854b98c5b784e84905b575ad1f8332b38695
844
843
2013-07-31T18:31:21Z
Segmarian>Segmarian
0
/* LeapBoost */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks), (2) +6 Damage (Shock Knucks, (Do 3 extra SP)).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
You can jump Move meters horizontally, and half that vertically, per Move.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
3319493d3bb249a5cfab810190b5c868d099225a
845
844
2013-07-31T18:32:02Z
Segmarian>Segmarian
0
/* LeapLegs */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks), (2) +6 Damage (Shock Knucks, (Do 3 extra SP)).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
cf522c11b3576a4677052ac198dcca67a3a665c6
Exalted
0
10
94
93
2012-10-28T18:59:32Z
Segmarian>Segmarian
0
1 revision: My old wiki from wikkii
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Rules (Exalted)]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
fbd9982109d7e0cd89cf6959e5cccaf4b48bdb18
95
94
2012-10-28T18:59:33Z
Segmarian>Segmarian
0
1 revision: My old wiki from wikkii
wikitext
text/x-wiki
[[Image:Solar_Exalted_Logo.gif|link=Exalted]]<br>
[[Category:Exalted]]
82da02593fd85d9825c91dd02f2e9748bd60d4bc
Category:Exalted
14
11
112
111
2012-10-28T18:59:33Z
Segmarian>Segmarian
0
1 revision: My old wiki from wikkii
wikitext
text/x-wiki
[[Image:Solar_Exalted_Logo.gif|link=Exalted]]<br>
[[Category:Exalted]]
82da02593fd85d9825c91dd02f2e9748bd60d4bc
Main Page
0
1
117
116
2012-10-28T19:05:34Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = This is my RPG and hobby wiki. It is a repositorium of rules and doodads.
| about_title = About this site
| about_content =
*[[Exalted]]
*[[Action!]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
2bce70b1dc92b223ae58d6988489a316041c4402
118
117
2012-11-14T19:19:39Z
Segmarian>Segmarian
0
1 revision
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = This is my RPG and hobby wiki. It is a repositorium of rules and doodads.
| about_title = About this site
| about_content =
*[[Exalted]]
*[[Action!]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
2bce70b1dc92b223ae58d6988489a316041c4402
119
118
2012-11-14T19:24:30Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
19549cc24c5f1ea5ab8d1321a99b01687d130cf7
120
119
2013-01-07T19:28:03Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
4bb0d9897999a2329ae3c34c58d2b993e10396aa
121
120
2013-01-07T19:30:34Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cyberlords of Cavernus|Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
a3bbc414023f83156865c804af4c9fdbfba62183
122
121
2013-01-07T19:30:50Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
634782287337a04ab71988e30a1e4254ce7343dc
123
122
2013-02-14T21:02:51Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
c623ebf53bdb868d61514ddcac7e12ecc850edfa
124
123
2013-04-21T07:25:04Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
22f27508d50d969d3c57c790fd7b1eedc5f6b478
Action!/Skill/Action
0
17
286
285
2012-11-14T19:55:27Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
[[Category:Action!]][[Category:Skills]]
aec25a2d831c4609e1942bed4ed68e1e4c216741
287
286
2012-11-14T20:06:38Z
Segmarian>Segmarian
0
1 revision
wikitext
text/x-wiki
*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
[[Category:Action!]][[Category:Skills]]
aec25a2d831c4609e1942bed4ed68e1e4c216741
Adept
0
18
294
293
2013-02-03T22:04:17Z
Segmarian>Segmarian
0
/* [[#Adept|[Skill or Attribute] Adept]] */
wikitext
text/x-wiki
====[[#Adept|(Skill or Attribute) Adept]]====
Cost:10.<br>
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
71e6a58c10bfe0e30ed27240c910c69d8649e090
Avoid Blow
0
34
508
507
2013-02-09T13:06:42Z
Segmarian>Segmarian
0
/* Avoid Blow */
wikitext
text/x-wiki
====[[#Avoid Blow|Avoid Blow]]====
Discipline use (Dodge): Air Sailor, Boatman, Outcast Warrior, Thief, Troubadour or Warrior.<br>
The Avoid Blow talent allows an Adept to dodge blows directed at him in combat at the last minute.<br>
Focus: You may actively Dodge, once per Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
10054f43d1c1ecdc04c7a0765b37d3b1f8ff57f7
Anticipate Blow
0
25
434
433
2013-02-09T13:07:32Z
Segmarian>Segmarian
0
/* Anticipate Blow */
wikitext
text/x-wiki
====[[#Anticipate Blow|Anticipate Blow]]====
Discipline use (Martial Arts): Outcast Warrior, Warrior.<br>
The Anticipate Blow talent allows an Adept to better defend against an incoming
attack. The Adept must have a higher Initiative in order to use Anticipate Blow
against an attacking opponent.<br>
Attack, Focus: If your Action Value is higher than your opponents Willpower, add a bonus equal to your Circle to this Attack's AV and your Defense. This does not combine with Air Dance.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
d34e48652f4d8cdb3993090e1e6da6f732173869
Beastmaster (Earthdawn!)
0
38
522
521
2013-02-18T18:30:53Z
Segmarian>Segmarian
0
/* Physical Defense */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond (D)]]====
====[[Talents (Earthdawn!)#Claw Shape|Claw Shape (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Tracking Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Creature Analysis|Creature Analysis (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Borrow Sense|Borrow Sense (D)]]====
====[[Talents (Earthdawn!)#Cat's Paw|Cat's Paw (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Frighten Animal Servants|Frighten Animal Servants (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Beast Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense (Free)]]====
====[[Talents (Earthdawn!)#Heal Animal Servant|Heal Animal Servant (D)]]====
====[[Talents (Earthdawn!)#Incite Stampede|Incite Stampede (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Strength Adept (Free)]]====
====[[Talents (Earthdawn!)#Endure Cold|Endure Cold]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap (D)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing]]====
====[[Talents (Earthdawn!)#Claw Frenzy|Claw Frenzy (D)]]====
====[[Talents (Earthdawn!)#Sense Poison|Sense Poison (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Adept|Focus Adept (Free)]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart (D)]]====
====[[Talents (Earthdawn!)#Poison Resistance|Poison Resistance (D)]]====
810c6ac1083f2b7f43262a4e3372b6cbbcdfc001
523
522
2013-02-18T18:31:32Z
Segmarian>Segmarian
0
/* Increase Healing */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond (D)]]====
====[[Talents (Earthdawn!)#Claw Shape|Claw Shape (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Tracking Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Creature Analysis|Creature Analysis (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Borrow Sense|Borrow Sense (D)]]====
====[[Talents (Earthdawn!)#Cat's Paw|Cat's Paw (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Frighten Animal Servants|Frighten Animal Servants (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Beast Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense (Free)]]====
====[[Talents (Earthdawn!)#Heal Animal Servant|Heal Animal Servant (D)]]====
====[[Talents (Earthdawn!)#Incite Stampede|Incite Stampede (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Strength Adept (Free)]]====
====[[Talents (Earthdawn!)#Endure Cold|Endure Cold]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap (D)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing (Free)]]====
====[[Talents (Earthdawn!)#Claw Frenzy|Claw Frenzy (D)]]====
====[[Talents (Earthdawn!)#Sense Poison|Sense Poison (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Adept|Focus Adept (Free)]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart (D)]]====
====[[Talents (Earthdawn!)#Poison Resistance|Poison Resistance (D)]]====
3b0e73dc47a9da98d4eef3e9991a2768f002834b
Characters (Earthdawn!)
0
53
769
768
2013-02-21T11:58:33Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Earthdawn!}}
[[Category:Action!]][[Category:Earthdawn!]]
<div class="containter">
<div>
All characters start with 5 in all primary attributes.
They also get a package depending on race:
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
</div>
</div>
827b3c289edd6f425ef05b6b4813596c3ee5eaeb
770
769
2013-02-21T11:58:52Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Earthdawn!}}
[[Category:Action!]][[Category:Earthdawn!]]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
6af1bf684de904dae521762ed144b30e43fd145a
771
770
2013-03-02T14:29:48Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Earthdawn!}}
[[Category:Action!]][[Category:Earthdawn!]]
Character sheet here: [[https://www.dropbox.com/s/y1kmncfeb1ns7g7/Earthdawn%21%20Char%20sheet_printable.xls Sheet]]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
7f1c0f05b53d95870c46246266c9b242cba53b46
772
771
2013-03-02T14:32:05Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Earthdawn!}}
[[Category:Action!]][[Category:Earthdawn!]]
Character sheet here: [https://www.dropbox.com/s/y1kmncfeb1ns7g7/Earthdawn%21%20Char%20sheet_printable.xls Sheet]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
859c36b3dd1b097d4c31fa5a4c0b74fab81b8222
773
772
2013-03-02T14:36:24Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Earthdawn!}}
[[Category:Action!]][[Category:Earthdawn!]]
Character sheet here: [https://www.dropbox.com/s/y1kmncfeb1ns7g7/Earthdawn%21%20Char%20sheet_printable.xls Sheet]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks (or 60p combined)
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
85eb8baf0a4bfa7bf61281446fbc2a706b538d1f
Action!/Schtick/Sorcery/Blast
0
39
527
526
2013-03-10T16:04:04Z
Segmarian>Segmarian
0
/* Booster Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
0 Cost.
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage.
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
aa29416d8573a08c7bbc6da1159e60409a4d4c27
Action!/Proficiency/Bluff
0
41
620
619
2013-04-02T20:47:48Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
===Standard Bluff stunts===
Action: Bluff+Manipulation/Bluff+Empathy. Lie convincingly.<br>
Action: Bluff+Manipulation/Bluff+Empathy. Gain the following:
*5 EV: 1 Presence.
*10 EV: Advantage
*20 EV: Player's Call.
[[Category:Action!]][[Category:Skills]]
6522408d9b6697fff1906df2b25e3193d4821b64
621
620
2013-04-02T20:48:47Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
===Standard Bluff stunts===
Action: Bluff+Manipulation/Bluff+Empathy. Lie convincingly.<br>
Action: Bluff+Manipulation/Bluff+Empathy. Gain the following:
*5 EV: 1 Presence.
*10 EV: Advantage
*20 EV: Player's Call.
Passive: Defend against Bluff.
Active Defense: Defend against any Deceit Interaction.
[[Category:Action!]][[Category:Skills]]
b2d5ec354f262bc2db11b213ebc5da0c01973639
Battle Bellow
0
36
515
514
2013-06-08T09:35:17Z
Segmarian>Segmarian
0
/* Battle Bellow */
wikitext
text/x-wiki
====[[#Battle Bellow|Battle Bellow]]====
Discipline use (Intimidate): Purifier, Sky Raider.<br>
The Battle Bellow talent allows an Adept to intimidate foes.<br>
Attack, Strain 1: You may Intimidate (Intimidate+Charisma/Intimidation+Empathy) any and all opponents as part of your Attack, with normal multi-action penalties. A successful Intimidation causes Circle points of Impairment for 1 Sequence.<br>
If the Adept gains 5 EV on his Intimidation, he provides +Circle AV to all friendly Battle Shouts within [ Circle x 10 ] meters.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
47511fb40e835f7569d1fd392ac8e763ce53de9c
Star Tribes!/Character
0
51
684
683
2013-07-08T13:20:12Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 80 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Animal Schticks]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Mystic Universities====
Have access to [[Sorcery (Star Tribes!)|Sorcery]] Schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
7ac653fad70b38c8372b9a114d610c2c4a8122ba
685
684
2013-07-08T13:20:38Z
Segmarian>Segmarian
0
/* Mystic Universities */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 80 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Animal Schticks]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
53beddfb937ad850373c4be3d85068672f2befe8
686
685
2013-07-08T13:22:30Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 80 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Animal Schticks]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
207db4f3f5b9f820255c92a1408a4fb189e450ca
Action!/Schtick/Cyber
0
63
846
845
2013-07-31T18:33:53Z
Segmarian>Segmarian
0
/* Knucks */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 3 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+6 damage vs non-living items.
*Shredder:+6 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
May be bought up to 4 times per upgrade.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
c141869b42a0f544e0501e9b6f8d025cf79e6fb1
847
846
2013-07-31T18:34:51Z
Segmarian>Segmarian
0
/* Melee Upgrade */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department. Any melee attacks you make may not be actively dodged.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
a929d3d899e49f53ab17ed3db2db6edbbcaeccb1
848
847
2013-07-31T18:35:55Z
Segmarian>Segmarian
0
/* Nerve Boost */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
8093f91841520af6af0f74fd25e0fb46e4c3ad77
849
848
2013-07-31T18:36:24Z
Segmarian>Segmarian
0
/* Nerve Boost */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
740e7cbcc516c76eca35698c23a364efb6b8e987
850
849
2013-07-31T18:38:02Z
Segmarian>Segmarian
0
/* Three-Combo */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
When a melee attack hits its intended target, you may make one more attack, at no shot cost. Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count, at no shot cost and without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
f4fe796e49c9ec66a7c8b1656b0df96b22811881
851
850
2013-07-31T18:39:40Z
Segmarian>Segmarian
0
/* One-Two */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
After successful use of the One-Two system, make additional attacks as long as you hit, 1 per Initiative count, at no shot cost and without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
2ab30cb4a07aa968648b800e761637f6faf53b85
852
851
2013-07-31T18:40:44Z
Segmarian>Segmarian
0
/* Three-Combo */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +3 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
649943896b4887ad294f58d0f8ca607d70d67302
853
852
2013-07-31T18:43:01Z
Segmarian>Segmarian
0
/* Smart Link */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
7a8f5e6b7908d3a974bcd770bf5a84a3512eb587
854
853
2013-07-31T18:47:08Z
Segmarian>Segmarian
0
/* Subdermal Armor */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +3 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
dc2b3c5c38f67b2770ce497c0910b77d7d849e75
855
854
2013-07-31T18:49:22Z
Segmarian>Segmarian
0
/* Ultra Hearing */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +3 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
0535891bec6e8e060cf5a4c9178e5a4a91490c20
856
855
2013-07-31T18:49:35Z
Segmarian>Segmarian
0
/* Ultra Vision */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 1 Shock point.<br>
May be upgraded 4 times with Shock Upgrades that provide +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
b3192d5f487eeee8a7b9066c12ca8c3875b530ee
857
856
2013-07-31T18:57:54Z
Segmarian>Segmarian
0
/* Spikes */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
5d2c9a084545d183178a4bad30d45cd4334f7826
858
857
2013-09-01T16:48:49Z
Segmarian>Segmarian
0
/* Limb Replacement */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
056500589075bee31cabfef2733c92a6545cfda1
Action!/Schtick/Fu/Brawling
0
45
652
651
2013-08-17T21:57:16Z
Segmarian>Segmarian
0
/* Neck Blow */
wikitext
text/x-wiki
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict 1 SP.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack: +3 EV, +1 EV multiplier.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, with a Knockdown if you hit.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
8ed105dfdabecb125878826f199a51cdec32d2b1
653
652
2013-08-17T22:03:26Z
Segmarian>Segmarian
0
/* Neck Blow */
wikitext
text/x-wiki
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict 1 SP.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 4 SP: +3 EV, +1 EV multiplier, causes Knockdown on hit.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, with a Knockdown if you hit.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
e740aec241d8b85dcdd5d81a55eeb65201b1e992
654
653
2013-08-17T22:04:22Z
Segmarian>Segmarian
0
/* Roundhouse Punch */
wikitext
text/x-wiki
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict 1 SP.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 4 SP: +3 EV, +1 EV multiplier, causes Knockdown on hit.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +4 EV multiplier.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
d798f36f66cac4dc9fe8e032cd6539dc60579bb9
655
654
2013-08-17T22:05:49Z
Segmarian>Segmarian
0
/* Roundhouse Punch */
wikitext
text/x-wiki
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict 1 SP.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 4 SP: +3 EV, +1 EV multiplier, causes Knockdown on hit.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +2 AV.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
bcb859da03af63e99cc0942afd0ebd4087fd8095
656
655
2014-03-22T15:43:46Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict 1 SP.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 4 SP: +3 EV, +1 EV multiplier, causes Knockdown on hit.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +2 AV.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
69586f714591a2bb1fa706ac400dce8fe59153b1
Boxing (Action!)
0
44
634
633
2013-08-17T22:08:02Z
Segmarian>Segmarian
0
/* Boxing Stance */
wikitext
text/x-wiki
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
Focus: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 5 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
2067316fead2573d0523ff45eac24efaa81ea0e1
635
634
2013-08-17T22:08:39Z
Segmarian>Segmarian
0
/* Boxing Stance */
wikitext
text/x-wiki
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
Focus: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
31baa7aa3220d9b82a31d77806fc273e789d32bd
636
635
2014-03-22T15:44:02Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
Focus: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
4c83239348193d17dee31a725f8614afa6c84fc2
Action!/Schtick/Fu/Crane
0
60
796
795
2013-08-18T09:17:03Z
Segmarian>Segmarian
0
/* Sleeping Crane */
wikitext
text/x-wiki
=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 2<br>
Action: You may spend an Action focusing on Crane Style Kung Fu, gaining a +4 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 2<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 4<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 5<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 6<br>
Passive, Stance: You may use your Focus as Strength.
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 8<br>
Graceful Crane Stance, Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 8<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
fffe18384aa57fe85ddea308c25a15572fa6b133
797
796
2014-03-22T15:45:44Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 2<br>
Action: You may spend an Action focusing on Crane Style Kung Fu, gaining a +4 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 2<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 4<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 5<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 6<br>
Passive, Stance: You may use your Focus as Strength.
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 8<br>
Graceful Crane Stance, Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 8<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
e038db86082af2ef4e3f34fc316d343b04935d92
Action!/Schtick/Sorcery/Blast
0
39
528
527
2013-08-19T15:15:09Z
Segmarian>Segmarian
0
/* Autofire */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains EV as normal, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage.
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
c197aa4b4bf3a50759de8993d878fa1bf3e679a6
529
528
2013-08-19T15:19:39Z
Segmarian>Segmarian
0
/* Damage */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains EV as normal, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
5ec748e38378989eaa18be4c5078d92a710278e5
530
529
2014-03-18T15:13:27Z
Segmarian>Segmarian
0
/* Autofire */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
7e3ca963daf9690cc9fb6ea423844915d59f768e
531
530
2014-03-18T15:21:10Z
Segmarian>Segmarian
0
/* Polymorph */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
4d64873b2d9a997599551b6c696600b848eb30e6
532
531
2014-03-18T15:21:55Z
Segmarian>Segmarian
0
/* Animal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.
Burn.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
cfbc06898a510efb106487266366d462e9877078
533
532
2014-03-18T15:22:24Z
Segmarian>Segmarian
0
/* Animal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
e6765912a2b1cfa48ae555ce39abb44646667eeb
534
533
2014-03-18T15:23:14Z
Segmarian>Segmarian
0
/* Mana Bolt */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
b42be08cd041bd8086d7dce22dbded1bd570e44b
Action!/Schtick/Animal
0
22
308
307
2013-08-19T15:23:02Z
Segmarian>Segmarian
0
/* Spiritual Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
==Charge==
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
f919b6d2880d653a48434dec52cd4e9796765fba
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Segmarian>Segmarian
0
/* Carry */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
==Charge==
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
661411cc814df99e191ffff175e15ae15e2cd0b4
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Segmarian>Segmarian
0
/* Carry */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Unstoppable===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Stunt+Strength]. Carry does not count, but Huge does.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
7314d7dd7618813ff19338d3853ec41ea2d73c14
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Segmarian>Segmarian
0
/* Carry */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
670aea15c286d6e4e0277b76aba6e751fdf9db35
312
311
2013-08-19T15:57:31Z
Segmarian>Segmarian
0
/* Charge */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
ae12f78adc8cf6f573639e1dac422f51a05adc62
313
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2013-08-19T16:03:36Z
Segmarian>Segmarian
0
/* Carry */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
3e92bb69da4de3fde48c5517a48f1971ef194c79
314
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2013-08-19T16:04:48Z
Segmarian>Segmarian
0
/* Trample */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
f701716e50dd3323d4b67d9d79e3d6914cdf4f24
315
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2013-08-19T16:08:46Z
Segmarian>Segmarian
0
/* Transformed Animals */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky within three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
76d0291a4b3114e5d321661f484115aadf48c1a6
316
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2013-08-19T16:09:42Z
Segmarian>Segmarian
0
/* Targeted Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow on the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
5aa2903ac0d1dd9f55615c0f3aa6378e83ce738f
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2013-08-19T16:09:54Z
Segmarian>Segmarian
0
/* Targeted Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.
Intimidating Call, Focus: Targets travels away for EV minutes.
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
8b6df4970b71916e6834145d2239e649465ee382
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2013-10-14T18:42:45Z
Segmarian>Segmarian
0
/* Intimidating Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br>
Passive: Gain [Focus] points of Armor.<br>
Passive: Gain [Focus] Wounds.<br>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
afc5d5904c75b7d663f41be0453505ee1a8d0511
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2013-10-14T18:44:41Z
Segmarian>Segmarian
0
/* Transformed Animal Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
1de17d969d8f3570f57de6c3ee66387d39b4da30
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2013-10-14T18:45:37Z
Segmarian>Segmarian
0
/* Transformed Animal Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 20 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
766b926f5c5fcce9a770298e539e2eba94f7152e
Characters (Earthdawn!)
0
53
774
773
2013-08-22T08:59:20Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Earthdawn!]]
<noinclude>{{Template:Earthdawn!}}
Character sheet here: [https://www.dropbox.com/s/y1kmncfeb1ns7g7/Earthdawn%21%20Char%20sheet_printable.xls Sheet]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
</noinclude>
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks (or 60p combined)
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
037f413cb2ff786c6c20e3713966f388ffcf0aa5
Exalted
0
10
96
95
2013-12-26T14:17:26Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Rules (Exalted)]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
54671e3490ee865a96775a1ca69996645036a1bb
Main Page
0
1
125
124
2014-03-02T12:48:36Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
e2d2de65f7951ab683dd9b2b917fadf35f4001a3
126
125
2014-03-06T09:26:39Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090|]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
bf974a0756a0b17dce65dce5f1cce5fc914502fc
127
126
2014-03-06T09:44:40Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
666325dab59ea4b6c8c48ea67d9f8f8bff78faa3
Ares Firefight
0
29
454
453
2014-03-22T16:04:10Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Gun Kata ===
Focus 2<br/>
Passive:You may now use Guns with Martial Arts, even shooting in close combat.<br/>
Passive:You may attack with Guns in close combat, doing Strength+5 resisted by Toughness, doing damage to Shots, not Wounds, but shockpoints as usual.
=== Bullet Ballet ===
Focus 4<br/>
Passive: You may Move 1 every time you are Attacked.
=== Statistic Prediction ===
Focus 5<br/>
Passive: Your Passive Dodge is now AV+3.
=== Firefight Stance ===
Focus 6<br/>
Focus, Stance: You gain the following abilities:<br/>
Passive: You gain +5 to Initiative.<br/>
Passive: You regenerate 1 Shot each round.
Attack: You gain +1 AV to your Martial Arts Firefight Attacks.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
37497c0cbfd6c8d06fae43ea75bff844aee00f06
455
454
2014-03-22T16:04:39Z
Segmarian>Segmarian
0
/* Firefight Stance */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Gun Kata ===
Focus 2<br/>
Passive:You may now use Guns with Martial Arts, even shooting in close combat.<br/>
Passive:You may attack with Guns in close combat, doing Strength+5 resisted by Toughness, doing damage to Shots, not Wounds, but shockpoints as usual.
=== Bullet Ballet ===
Focus 4<br/>
Passive: You may Move 1 every time you are Attacked.
=== Statistic Prediction ===
Focus 5<br/>
Passive: Your Passive Dodge is now AV+3.
=== Firefight Stance ===
Focus 6<br/>
Focus, Stance: You gain the following abilities:<br/>
Passive: You gain +5 to Initiative.<br/>
Passive: You regenerate 1 Shot each round.<br/>
Attack: You gain +1 AV to your Martial Arts Firefight Attacks.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
4147e026dde8c03f7b2201714164d4f229a5db36
Ares Firefight
0
29
456
455
2014-03-22T16:10:33Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}{{Template:Shadowrun!}}
=== Gun Kata ===
Focus 2<br/>
Passive:You may now use Guns with Martial Arts, even shooting in close combat.<br/>
Passive:You may attack with Guns in close combat, doing Strength+5 resisted by Toughness, doing damage to Shots, not Wounds, but shockpoints as usual.
=== Bullet Ballet ===
Focus 4<br/>
Passive: You may Move 1 every time you are Attacked.
=== Statistic Prediction ===
Focus 5<br/>
Passive: Your Passive Dodge is now AV+3.
=== Firefight Stance ===
Focus 6<br/>
Focus, Stance: You gain the following abilities:<br/>
Passive: You gain +5 to Initiative.<br/>
Passive: You regenerate 1 Shot each round.<br/>
Attack: You gain +1 AV to your Martial Arts Firefight Attacks.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
be761a65e8c69a6275c10e6815d3d1419644b5d6
Carromeleg
0
48
672
671
2014-03-22T16:11:15Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Kung Fu!}}
{{Template:Shadowrun!}}
Elven Martial Arts.
=== Way of the Carromeleg ===
Focus 2<br>
Passive: You may use any '''unarmed''' Carromeleg technique while wielding one sword or one spear.<br>
Passive: Deal +3 Damage if you haven't made a Move this round.
=== Stillness of the Woods ===
Focus 4<br>
Passive: You gain +4 Initiative while unarmed.
=== Deep Forest Strike ===
Focus 6<br>
Attack: Your unarmed Martial Arts Attack gains +5 AV if you attack before your opponent's Initiative.
=== Carromeleg Stance ===
Focus 8<br>
Stance, Focus: Gain the following abilities:<br>
Action: You may pause a moment, assessing the situation and gaining 3 Shots to your Shots Pool. This cannot raise your Shots Pool above your Initiative.<br>
Shot: You gain +d10 Initiative this round.
=== Elk Hunter Heart Blow ===
Focus 10<br>
Focus, Attack: Your Outcome is doubled on this unarmed Attack. If you inflict one or more Wounds, you regain Focus equal to the Wounds inflicted.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
2bf05de1e585ff5b829fe529e05e566f130f9e18
673
672
2014-03-22T16:11:30Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Fu!}}
{{Template:Shadowrun!}}
Elven Martial Arts.
=== Way of the Carromeleg ===
Focus 2<br>
Passive: You may use any '''unarmed''' Carromeleg technique while wielding one sword or one spear.<br>
Passive: Deal +3 Damage if you haven't made a Move this round.
=== Stillness of the Woods ===
Focus 4<br>
Passive: You gain +4 Initiative while unarmed.
=== Deep Forest Strike ===
Focus 6<br>
Attack: Your unarmed Martial Arts Attack gains +5 AV if you attack before your opponent's Initiative.
=== Carromeleg Stance ===
Focus 8<br>
Stance, Focus: Gain the following abilities:<br>
Action: You may pause a moment, assessing the situation and gaining 3 Shots to your Shots Pool. This cannot raise your Shots Pool above your Initiative.<br>
Shot: You gain +d10 Initiative this round.
=== Elk Hunter Heart Blow ===
Focus 10<br>
Focus, Attack: Your Outcome is doubled on this unarmed Attack. If you inflict one or more Wounds, you regain Focus equal to the Wounds inflicted.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
ace1b8ba4ebeabf1cca1f50c0b4ca2e0f32f92b4
674
673
2014-03-22T16:12:27Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}{{Template:Shadowrun!}}
Elven Martial Arts.
=== Way of the Carromeleg ===
Focus 2<br>
Passive: You may use any '''unarmed''' Carromeleg technique while wielding one sword or one spear.<br>
Passive: Deal +3 Damage if you haven't made a Move this round.
=== Stillness of the Woods ===
Focus 4<br>
Passive: You gain +4 Initiative while unarmed.
=== Deep Forest Strike ===
Focus 6<br>
Attack: Your unarmed Martial Arts Attack gains +5 AV if you attack before your opponent's Initiative.
=== Carromeleg Stance ===
Focus 8<br>
Stance, Focus: Gain the following abilities:<br>
Action: You may pause a moment, assessing the situation and gaining 3 Shots to your Shots Pool. This cannot raise your Shots Pool above your Initiative.<br>
Shot: You gain +d10 Initiative this round.
=== Elk Hunter Heart Blow ===
Focus 10<br>
Focus, Attack: Your Outcome is doubled on this unarmed Attack. If you inflict one or more Wounds, you regain Focus equal to the Wounds inflicted.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
ae5a512c79aa0a8568ce8ab0be3e8d8b13d8bd72
Action!/Character
0
52
743
742
2014-03-22T22:52:18Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>{{template:Action!}}</noinclude>
__NOTOC__
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
[[Category:Action!]]
b2a41a99ea1e21730ed07ed75789ddac541a0035
744
743
2014-03-22T23:00:44Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<span="noprint"><noinclude>{{template:Action!}}</noinclude><span="noprint">
__NOTOC__
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
[[Category:Action!]]
b83bf05fdcdcf86fd27bf963e143fb9405390c3a
745
744
2014-03-22T23:04:35Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
[[Category:Action!]]
<noinclude>{{template:Action!}}</noinclude>
21ede24fe2e024a4c564065582dd424821c04963
746
745
2014-03-22T23:06:08Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
[[Category:Action!]]
33c666a3bedffe8ba41565864c8b7205d27f8539
Main Page
0
1
128
127
2014-04-05T20:21:13Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
14483a95be66b2a99848c7aa94f08a3bbe5af78d
129
128
2014-06-13T16:54:39Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
d2a16ac189ec7ca79a3a7872e3dbc10ce95d5655
130
129
2014-08-11T20:05:01Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
24698d089cf33bf29f97e10e1657464c26be8bcb
131
130
2014-09-13T16:23:34Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
If you need any help, don't hesitate to contact ShoutWiki's [[Special:ListUsers/staff|Customer Support Team]].
| featured_title = Featured Article
| featured_content = You can put a "featured article" here to show off the very best pieces that your community has done — or alternatively, you can use this space for something else if featured articles aren't "your thing".
| didyouknow_title = Did you know...
| didyouknow_content =
* ...that you can add your own "did you know" tidbits right here?
| news_title = News
| news_content =
* This wiki was started!
}}
bf6e1bf89dba011ee3a8f5730390baa81de87c47
Action!/Schtick/Cyber
0
63
859
858
2014-04-23T22:06:13Z
Segmarian>Segmarian
0
/* Body Plating */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.
Boosters: +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
c2d1a27042fa50f1b0054e5f9112176fb17385e0
860
859
2014-04-23T22:07:07Z
Segmarian>Segmarian
0
/* Body Plating */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
9a49c5583fbc6aa9a8ebfdaa30fc0eccfcb3ce6f
861
860
2014-04-23T22:07:49Z
Segmarian>Segmarian
0
/* Limb Replacement */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
ed7c92a18700c2e43b24f4d51354560705aa1625
862
861
2014-04-23T22:12:02Z
Segmarian>Segmarian
0
/* ExoSkel */
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
8477625befa89a6f03fffbd34a12b0f169f91b8d
Boxing (Action!)
0
44
637
636
2014-07-11T07:26:27Z
Segmarian>Segmarian
0
/* Sway */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
3 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
af014908f7ca751383e44270ff6a37d68764bb8a
638
637
2014-07-11T07:26:44Z
Segmarian>Segmarian
0
/* Sway */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
add009f8197168b3aa60ad68b46f4cfcfeba39af
639
638
2014-07-11T07:28:38Z
Segmarian>Segmarian
0
/* One-Two Combination */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Immune to Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
Requires Agility 7, Wits 7<br/>
Attack, Hit: You may perform a Secondary Attack.
Secondary Attack, Hit: You may perform a Finisher.
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
fd6aca959bbe0bee3715e8b8874221abe691e9b3
640
639
2014-07-11T07:37:20Z
Segmarian>Segmarian
0
/* Conditioning */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Ignore a Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
Requires Agility 7, Wits 7<br/>
Attack, Hit: You may perform a Secondary Attack.
Secondary Attack, Hit: You may perform a Finisher.
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
2556a716c3b8a82cc042ee0468f7f25080d12c51
641
640
2014-07-11T07:40:19Z
Segmarian>Segmarian
0
/* Boxer's Arsenal */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Ignore a Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 8<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
Requires Agility 7, Wits 7<br/>
Attack, Hit: You may perform a Secondary Attack.
Secondary Attack, Hit: You may perform a Finisher.
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
bcd45b0fe67933dbf88dcee398a06911e60ca915
642
641
2014-07-11T07:40:44Z
Segmarian>Segmarian
0
/* Boxer's Arsenal */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Ignore a Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
(+1 point)
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br>
Attack: You may make two Boxing Attacks.<br>
Active Defense: You may make a Move.
==== One-Two Combination ====
Requires Agility 7, Wits 7<br/>
Attack, Hit: You may perform a Secondary Attack.
Secondary Attack, Hit: You may perform a Finisher.
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
b9bfb99ea526fbf0aab5ca000d6b8bd280413795
643
642
2014-07-11T07:52:08Z
Segmarian>Segmarian
0
/* Boxing Stance */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]].<br>
Passive: Ignore a Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
(+1 point)
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br> (8)
Attack: You may make a Starter and another Boxing Attack, in that order.<br> (8-1)
Active Defense, 3 SP: You may make an extra Move. (2+4)
==== One-Two Combination ====
Requires Agility 7, Wits 7<br/>
Attack, Hit: You may perform a Secondary Attack.
Secondary Attack, Hit: You may perform a Finisher.
==== Follow-up ====
==== Footwork ====
==== Overhead Blow ====
==== Clinch ====
==== Kidney Blow ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
970d413e3897b0764c09a5802953247b12c4ca20
644
643
2014-07-11T09:55:47Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Jab ====
Requires Agility 7<br/>
Starter Attack. (1)<br/>
Attack: +2 Damage. (0)<br/>
Attack, 1 SP: +2 Damage, Move 1.<br/> (1)
Passive: Regain 2 Shockpoints if you only made Jabs this Sequence. (5-1)
==== One-Two Combination ====
Requires Agility 7<br/>
Jab, Hit: You may perform a Cross or Uppercut.
==== Uppercut ====
Requires Strength 8<br/>
Attack: Damage +5, Knockdown roll (Willpower+Focus). Finisher. (1+1+1)<br/>
Attack Counter, 5 SP: Damage +5. (8-5+1)
==== Hook ====
Requires Strength 7<br/>
Lead.<br/>
Attack: Damage +5, x2 EV. -2 Defense until next Action.
Attack: Damage +5.
Attack Counter: Damage +5, No Wounds. (8)
Main.<br/>
Attack: Damage +5, No Wounds.
==== Cross ====
Strength 7<br/>
Main Cross.<br/>
Attack: Damage +5, Knockdown roll (Willpower+Focus). Finisher. (1+1+1)<br/>
Lead Cross.<br/>
Attack: Damage+2, x2 EV. (2)<br/>
Hit Counter, 5 SP: Damage+5. (5-5+1)
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]] against Martial Arts Attacks.<br/>
Passive: You have Strength extra Shockpoints. <br/>
3SP: Ignore Knockdown.
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
(+1 point)
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br> (8)
Attack: You may make a Starter and another Boxing Attack, in that order.<br> (8-1)
Active Defense, 2 SP: Regain Shot. (2+6-2)
==== Follow-up ====
Agility 7<br/>
Attack, Cause Wound: You may perform a Boxing Attack. (8-2+2(After Hit))
==== Footwork ====
Agility 7, Toughness 7.<br/>
Free: Active Defense once per Sequence.<br/>
Active Defense: Free Stunt Action.<br/>
Shot: Gain +3 AV on any Boxing Attack. (7+4+1-5+6)
==== Overhead Blow ====
Strength 8, Agility 8<br/>
Attack: Damage +5. Causes 1 Shot loss per Wound Threshold SP. Causes 1 Impairment EV sequences. Finisher. (1+1+8+1+1)
==== Clinch ====
Focus 6<br/>
Boxing Attack, Hit: Abort the Attack and gain Focus temporary SP. They disappear at the end of the fight. (2+5-1)
==== Liver Punch ====
Strength 8<br/>
Attack, 1SP: Damage +5, -1/5 EV Impairment for EV Sequence. (1+8-1)
==== Bolo Punch ====
==== Rabbit Punch ====
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
0ff93e073dd1766f4872518daac3ffea03293503
645
644
2014-07-11T12:06:21Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Jab ====
Requires Agility 7<br/>
Starter Attack. (1)<br/>
Attack: +2 Damage. (0)<br/>
Attack, 1 SP: +2 Damage, Move 1.<br/> (1)
Passive: Regain 2 Shockpoints if you only made Jabs this Sequence. (5-1)
==== One-Two Combination ====
Requires Agility 7<br/>
Jab, Hit: You may perform a Cross or Uppercut.
==== Uppercut ====
Requires Strength 8<br/>
Attack Counter, 5 SP: Damage +8. (8-5+2)
Attack, 1 SP: Damage +8. Finisher. (2-1+1)<br/>
==== Hook ====
Requires Strength 7<br/>
Attack Counter, 3 SP: Damage +5. (8-3+1)
Attack: Damage +5. (1)
==== Cross ====
Strength 7<br/>
Attack, 1 SP: Damage +5, Knockdown on SP. Finisher. (1+1+1)<br/>
Attack, 1 SP: Damage+2, x2 EV. Finisher. (3)<br/>
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]] against Martial Arts Attacks. (4+4-1)<br/>
Passive: You have Strength extra Shockpoints. (4+3+1)<br/>
3SP: Ignore Knockdown. (1-3)
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 7<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
(+1 point)
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br> (8)
Attack: You may make a Starter and another Boxing Attack, in that order.<br> (8-1)
Active Defense, 2 SP: Regain Shot. (2+6-2)
==== Rope-A-Dope ====
Agility 7
Active Defense: Add Soak equal to your Agility against this Attack. (3+3)
==== Follow-up ====
Agility 7<br/>
Attack, Cause Wound: You may perform a Boxing Attack. (8-2+2(After Hit))
==== Footwork ====
Agility 7, Toughness 7.<br/>
Free: Active Defense once per Sequence. (8)<br/>
Active Defense: Move. (2)<br/>
Active Defense: Free Interaction. (2)<br/>
Action: Active Defense +3 until next Action. (3-2)<br/>
(7+4+1-5+6)
==== Overhead Blow ====
Strength 8, Agility 8<br/>
Attack: Damage +5. Causes 1 Shot loss per Wound Threshold SP. Causes 1 Impairment EV sequences. Finisher. (1+1+8+1+1)
==== Clinch ====
Focus 6<br/>
Boxing Attack, Hit: Abort the Attack and gain Focus temporary SP. They disappear at the end of the fight. (2+5-1)
==== Liver Punch ====
Strength 8<br/>
Attack, 1SP: Damage +5, -1/5 EV Impairment for EV Sequence. (1+8-1)
===Not Classical Boxing===
==== Bolo Punch ====
Rotating Semi-uppercut.
==== Hammer Blow ====
Downstrike.
==== Rabbit Punch ====
Dangerous blow at back of head.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
4bf36a0ad4ee751675ff197cc889d6dc5b67c581
646
645
2014-07-11T12:07:10Z
Segmarian>Segmarian
0
/* Boxer's Arsenal */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Jab ====
Requires Agility 7<br/>
Starter Attack. (1)<br/>
Attack: +2 Damage. (0)<br/>
Attack, 1 SP: +2 Damage, Move 1.<br/> (1)
Passive: Regain 2 Shockpoints if you only made Jabs this Sequence. (5-1)
==== One-Two Combination ====
Requires Agility 7<br/>
Jab, Hit: You may perform a Cross or Uppercut.
==== Uppercut ====
Requires Strength 8<br/>
Attack Counter, 5 SP: Damage +8. (8-5+2)
Attack, 1 SP: Damage +8. Finisher. (2-1+1)<br/>
==== Hook ====
Requires Strength 7<br/>
Attack Counter, 3 SP: Damage +5. (8-3+1)
Attack: Damage +5. (1)
==== Cross ====
Strength 7<br/>
Attack, 1 SP: Damage +5, Knockdown on SP. Finisher. (1+1+1)<br/>
Attack, 1 SP: Damage+2, x2 EV. Finisher. (3)<br/>
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]] against Martial Arts Attacks. (4+4-1)<br/>
Passive: You have Strength extra Shockpoints. (4+3+1)<br/>
3SP: Ignore Knockdown. (1-3)
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 8<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br> (8)
Attack: You may make a Starter and another Boxing Attack, in that order.<br> (8-1)
Active Defense, 2 SP: Regain Shot. (2+6-2)
==== Rope-A-Dope ====
Agility 7
Active Defense: Add Soak equal to your Agility against this Attack. (3+3)
==== Follow-up ====
Agility 7<br/>
Attack, Cause Wound: You may perform a Boxing Attack. (8-2+2(After Hit))
==== Footwork ====
Agility 7, Toughness 7.<br/>
Free: Active Defense once per Sequence. (8)<br/>
Active Defense: Move. (2)<br/>
Active Defense: Free Interaction. (2)<br/>
Action: Active Defense +3 until next Action. (3-2)<br/>
(7+4+1-5+6)
==== Overhead Blow ====
Strength 8, Agility 8<br/>
Attack: Damage +5. Causes 1 Shot loss per Wound Threshold SP. Causes 1 Impairment EV sequences. Finisher. (1+1+8+1+1)
==== Clinch ====
Focus 6<br/>
Boxing Attack, Hit: Abort the Attack and gain Focus temporary SP. They disappear at the end of the fight. (2+5-1)
==== Liver Punch ====
Strength 8<br/>
Attack, 1SP: Damage +5, -1/5 EV Impairment for EV Sequence. (1+8-1)
===Not Classical Boxing===
==== Bolo Punch ====
Rotating Semi-uppercut.
==== Hammer Blow ====
Downstrike.
==== Rabbit Punch ====
Dangerous blow at back of head.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
54b62287ea1d2d3983dfca5d37f6f504c50f57af
647
646
2014-07-11T13:37:53Z
Segmarian>Segmarian
0
/* Rope-A-Dope */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Jab ====
Requires Agility 7<br/>
Starter Attack. (1)<br/>
Attack: +2 Damage. (0)<br/>
Attack, 1 SP: +2 Damage, Move 1.<br/> (1)
Passive: Regain 2 Shockpoints if you only made Jabs this Sequence. (5-1)
==== One-Two Combination ====
Requires Agility 7<br/>
Jab, Hit: You may perform a Cross or Uppercut.
==== Uppercut ====
Requires Strength 8<br/>
Attack Counter, 5 SP: Damage +8. (8-5+2)
Attack, 1 SP: Damage +8. Finisher. (2-1+1)<br/>
==== Hook ====
Requires Strength 7<br/>
Attack Counter, 3 SP: Damage +5. (8-3+1)
Attack: Damage +5. (1)
==== Cross ====
Strength 7<br/>
Attack, 1 SP: Damage +5, Knockdown on SP. Finisher. (1+1+1)<br/>
Attack, 1 SP: Damage+2, x2 EV. Finisher. (3)<br/>
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]] against Martial Arts Attacks. (4+4-1)<br/>
Passive: You have Strength extra Shockpoints. (4+3+1)<br/>
3SP: Ignore Knockdown. (1-3)
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 8<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br> (8)
Attack: You may make a Starter and another Boxing Attack, in that order.<br> (8-1)
Active Defense, 2 SP: Regain Shot. (2+6-2)
==== Rope-A-Dope ====
Agility 7<br/>
Active Defense: Add Soak equal to your Agility against this Attack. (3+3)
==== Follow-up ====
Agility 7<br/>
Attack, Cause Wound: You may perform a Boxing Attack. (8-2+2(After Hit))
==== Footwork ====
Agility 7, Toughness 7.<br/>
Free: Active Defense once per Sequence. (8)<br/>
Active Defense: Move. (2)<br/>
Active Defense: Free Interaction. (2)<br/>
Action: Active Defense +3 until next Action. (3-2)<br/>
(7+4+1-5+6)
==== Overhead Blow ====
Strength 8, Agility 8<br/>
Attack: Damage +5. Causes 1 Shot loss per Wound Threshold SP. Causes 1 Impairment EV sequences. Finisher. (1+1+8+1+1)
==== Clinch ====
Focus 6<br/>
Boxing Attack, Hit: Abort the Attack and gain Focus temporary SP. They disappear at the end of the fight. (2+5-1)
==== Liver Punch ====
Strength 8<br/>
Attack, 1SP: Damage +5, -1/5 EV Impairment for EV Sequence. (1+8-1)
===Not Classical Boxing===
==== Bolo Punch ====
Rotating Semi-uppercut.
==== Hammer Blow ====
Downstrike.
==== Rabbit Punch ====
Dangerous blow at back of head.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
26bbedc5547e25801101a4bf2ada487f896b24c9
Action!/Schtick/Sorcery/Blast
0
39
535
534
2014-08-12T22:39:14Z
Segmarian>Segmarian
0
/* Example Blasts */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
e39711985d360bd31447dde542b66648ad3bf149
536
535
2014-08-13T05:55:36Z
Segmarian>Segmarian
0
/* Corrupting Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Booster Schtick is bought.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
8864ac0e07e464a7be36ea04bff5cb19de069620
537
536
2014-08-13T05:57:22Z
Segmarian>Segmarian
0
/* Sorcerous Claws */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
cdf62537c9fbd035ab5d53298bef5cf33ade169f
538
537
2014-08-20T11:05:01Z
Segmarian>Segmarian
0
/* Blasts */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
*[[Blast#Plant]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
05a7ffe06a8fcecb3181479acb6ca52fef4ab886
539
538
2014-08-20T11:05:29Z
Segmarian>Segmarian
0
/* Blasts */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 2.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
d7c6aad11a5f8e63be57bf4f8a2e064d3eba376d
540
539
2014-08-20T11:10:35Z
Segmarian>Segmarian
0
/* Lowered Damage */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-2), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|
(Damage x3 (3), Only against undead creatures (-3), Versatile|cost breakdown}}<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
edb87f5cf0cca31501f0235f788e4b6bcd60ac2a
541
540
2014-08-20T11:16:48Z
Segmarian>Segmarian
0
/* Example Blasts */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+2 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|(Damage x3 (3), Only against undead creatures (-3), Versatile)|cost breakdown|dotted=no}}
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+8 holding the target for cumulative EV/5 penalty EV rounds. Power Effect
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
9f86a09faefd606288f556513187d2ad995bcd5d
542
541
2014-08-20T11:17:50Z
Segmarian>Segmarian
0
/* Lightning */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|(Damage x3 (3), Only against undead creatures (-3), Versatile)|cost breakdown|dotted=no}}
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+8 holding the target for cumulative EV/5 penalty EV rounds. Power Effect
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
5602eee0ef568a84f169507c04763267538c8ca7
543
542
2014-08-20T12:46:37Z
Segmarian>Segmarian
0
/* Plants */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|(Damage x3 (3), Only against undead creatures (-3), Versatile)|cost breakdown|dotted=no}}
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
d394f2e697bcbc9525cf73e7cc2e655c2283c9d4
544
543
2014-11-18T22:04:02Z
Segmarian>Segmarian
0
/* Booster Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 0 Power Points.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|(Damage x3 (3), Only against undead creatures (-3), Versatile)|cost breakdown|dotted=no}}
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
4033a9fea3f40b5f4b76401d5948d49c6a918dec
545
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2014-11-18T22:06:09Z
Segmarian>Segmarian
0
/* Power Nexus */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
{{H:title|(Damage x3 (3), Only against undead creatures (-3), Versatile)|cost breakdown|dotted=no}}
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
b3abbd41e8bce39ba5333e194ac930ee1441dcf5
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2014-11-18T22:07:01Z
Segmarian>Segmarian
0
/* Life */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Wondrous Heal|Wondrous Heal]] ===
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
713e53fcf05da47316e85cd95fe29e38669414f3
547
546
2014-11-18T22:11:31Z
Segmarian>Segmarian
0
/* Wondrous Heal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
5be82fe797bc624d929dd29d21804aa166c3a9b5
548
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2014-11-18T22:14:06Z
Segmarian>Segmarian
0
/* Hold */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Knockback|Knockback]] ===
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
9802c2587b24d7b9c9782a82b9a129f3a2af26b7
Action!/Schtick/Animal
0
22
321
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2014-09-25T06:09:24Z
Segmarian>Segmarian
0
/* Sting */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 20 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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/* Transformed Animal Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 20 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action x 10, Focus: TA Powers/Focus[+Focus EV] heals target of Shock and Wounds (1/1 and 1/5). Target also regains all Focus.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Stackable<br/>
You may buy 5 Supernatural Creature Powers based on Focus.
===Powerful===
Stackable<br/>
You may buy SkillMax extra points of Attribute modifiers at a cost of 20 points.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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/* Transcend */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 20 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action x 10, Focus: TA Powers/Focus[+Focus EV] heals target of Shock and Wounds (1/1 and 1/5). Target also regains all Focus.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Stackable<br/>
Focus: Transform into a Supernatural Creature. This lasts 1 Sequence. You may buy 5 extra Schticks in this form for 20 points.
===Powerful===
Stackable<br/>
You may buy SkillMax extra points of Attribute modifiers at a cost of 20 points.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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/* Transcend */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 20 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action x 10, Focus: TA Powers/Focus[+Focus EV] heals target of Shock and Wounds (1/1 and 1/5). Target also regains all Focus.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Stackable<br/>
Focus: Transform into a Supernatural Creature. This lasts 1 Sequence. You may buy 5 extra Creature Schticks (based on Focus) in this form for 20 points.
===Powerful===
Stackable<br/>
You may buy SkillMax extra points of Attribute modifiers at a cost of 20 points.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
1208b0b959104e02549842bb85b3e418b5e1d5c7
325
324
2014-09-25T10:51:10Z
217.142.156.10
0
/* Carry */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 20 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action x 10, Focus: TA Powers/Focus[+Focus EV] heals target of Shock and Wounds (1/1 and 1/5). Target also regains all Focus.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Stackable<br/>
Focus: Transform into a Supernatural Creature. This lasts 1 Sequence. You may buy 5 extra Creature Schticks (based on Focus) in this form for 20 points.
===Powerful===
Stackable<br/>
You may buy SkillMax extra points of Attribute modifiers at a cost of 20 points.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
26e5e9063079fc8ba6fc4cd69fecba7b403ee065
326
325
2014-09-25T14:45:31Z
Segmarian>Segmarian
0
/* Common Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 160 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 20 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action x 10, Focus: TA Powers/Focus[+Focus EV] heals target of Shock and Wounds (1/1 and 1/5). Target also regains all Focus.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Stackable<br/>
Focus: Transform into a Supernatural Creature. You may buy 5 extra Creature Schticks (based on Focus) in this form for 20 points.
===Powerful===
Stackable<br/>
You may buy SkillMax extra points of Attribute modifiers at a cost of 20 points.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus] Wounds.<br/>
Passive: Gain [Focus x 4] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
54e99f034e1f07b36c9765471f0412a1eace09ee
Action!/Skill/Action
0
17
288
287
2014-10-02T10:53:52Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
==[[#Schticks|Schticks]]==
===Daredevil===
Action: Actions with higher Difficulty than your Skill gain a positive die.
[[Category:Action!]][[Category:Skills]]
356bd75470f79fbffd16f9fd321ff06e53b06fdb
Action!/Schtick/Fu/Brawling
0
45
657
656
2014-10-06T09:08:49Z
Segmarian>Segmarian
0
/* Low Kick */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict any Damage.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 4 SP: +3 EV, +1 EV multiplier, causes Knockdown on hit.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +2 AV.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
ce7832d9f721c71b7d2333bd2b4c1b9b188a39b3
658
657
2014-10-06T09:09:47Z
Segmarian>Segmarian
0
/* Bottle Fight */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict any Damage.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon and breaks on the first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 4 SP: +3 EV, +1 EV multiplier, causes Knockdown on hit.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +2 AV.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
1aa13dd7d636b2479f1db51e00ee69c1ec4bf7f2
Action!/Schtick/Sorcery/Blast
0
39
549
548
2014-11-18T22:17:27Z
Segmarian>Segmarian
0
/* Example Blasts */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Knockback|Knockback]] ===
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+2, Short Range, 30 degree Cone Power meters. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
9be5998b26d05da63bafa49ed26f64650771e0eb
550
549
2014-11-18T22:26:21Z
Segmarian>Segmarian
0
/* Force */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Knockback|Knockback]] ===
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Powers/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
8c938a910c2e21bf8a3dd3e925c44b77f45b2f36
551
550
2014-11-22T20:44:58Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
== Booster Schticks==
=== [[#Autofire|Autofire]] ===
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
====[[#Improved Autofire|Improved Autofire]]====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
=== [[#ComboBlast|Combo Blast]] ===
You may now use one extra Power Effect per attack with a Blast.
=== [[#FocusedBlast|Focused Blast]] ===
Increase Blast Range to Power times 100 meters.
=== [[#Power Nexus|Power Nexus]] ===
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
=== [[#Sniper Blast|Sniper Blast]] ===
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
=== [[#Sorcerous Power|Sorcerous Power]] ===
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
=== [[#Versatile|Versatile]] ===
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Knockback|Knockback]] ===
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
e26a4c48a28452a18d2dfd226aeea81fc0e829b3
552
551
2014-11-26T22:13:42Z
Segmarian>Segmarian
0
/* Booster Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
----
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Knockback|Knockback]] ===
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
dbb5492988205feed350fa166f335b72d323af5c
553
552
2014-11-26T22:14:05Z
Segmarian>Segmarian
0
/* Blasts */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
== [[#Flaws|Flaws]] ==
===[[#No shock points|No shock points]]===
Rebate 1.
===[[#No Wounds|No Wounds]]===
Rebate 1.
===[[#Shot-loss first|Shot-loss first]] ===
Rebate 1.
===[[#Shot-loss only|Shot-loss only]] ===
Rebate 2.
=== [[#Damage against skill X|Damage against skill X]] ===
Does damage against skill X.
=== [[#Lowered Damage|Lowered Damage]] ===
Lower Blast Damage by 3.
=== [[#Sorcerous Claws|Sorcerous Claws]] ===
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
=== [[#Short Range|Short Range]] ===
Lower Blast Range to Power meters.
=== [[#Only works against X|Only works against X]] ===
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Knockback|Knockback]] ===
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
f94dd407cea87020de078790f2fd707891d27775
554
553
2014-11-26T22:15:10Z
Segmarian>Segmarian
0
/* Flaws */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
== [[#Power Effects|Power Effects]] ==
===[[#Accurate|Accurate]]===
Add extra d10 AV.
=== [[#Area|Area]] ===
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
=== [[#Burn|Burn]] ===
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
=== [[#Damage|Damage]] ===
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
=== [[#Heal|Heal]] ===
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
=== [[#Hold|Hold]] ===
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
=== [[#Knockback|Knockback]] ===
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
=== [[#Overpower|Overpower]] ===
Doubles the Outcome of the Blast.
=== [[#Stun|Stun]] ===
Lose the same amount of Shots as Wounds.
=== [[#Swarm|Swarm]] ===
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
----
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
099b6cfe167836f6da0e1d5bb826c8f18f339ad4
555
554
2014-11-26T22:16:16Z
Segmarian>Segmarian
0
/* Power Effects */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
=== [[#UnHeal|UnHeal]] ===
Acts as the Healing Schtick against an undead target.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
522db290fee00341e40b524bb8f1dd86357bc2a2
556
555
2014-11-26T22:17:01Z
Segmarian>Segmarian
0
/* UnHeal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
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/* Blasts */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
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/* Corrupting Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+6 vs Toughness only causing Shock Points. Subject is mutated in a ghastly manner.<br/>
Power Effects: Accurate, Overpower, Unholy.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
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/* Corrupting Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
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/* Booster Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
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/* UnHeal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
84de491d9408549bc0ef58ef54ee86f8c9fbd0df
562
561
2015-01-15T12:34:09Z
217.142.156.10
0
/* Unholy, Necrotic, Holy */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures. Power effects: Area, Damage, Unheal.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
a8a865deee6dba4ec67139e552203ecf7801c45b
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2015-01-15T12:34:53Z
217.142.156.10
0
/* Death */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
91f41e64d7a4a8e209df2db47fa46f16143b7e45
Action!/Attribute
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2014-11-22T10:13:50Z
Segmarian>Segmarian
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wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3(rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||(Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
[[Category:Action!]][[Category:Attribute]]
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Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||(Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
[[Category:Action!]][[Category:Attribute]]
5c1bc9c2f2826c808e1cd470d0b6594d51eaaa23
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Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
[[Category:Action!]][[Category:Attribute]]
dd4fe40356dd2668b229458dac6547c5fe757368
Astral Sight
0
32
476
475
2014-11-22T20:40:48Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
====[[#Astral Sight|Astral Sight]]====
Discipline use (Occult): Nethermancer, Wizard.<br>
Strain 1: Occult+Soul vs Spell Defense of target to see magic items, creatures and destiny.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
4e720756b186036180dd3b60828ee5d38353c6c3
Creature Analysis
0
61
805
804
2014-11-22T20:45:38Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
====[[#Creature Analysis|Creature Analysis]]====
Discipline use (Adept Powers): Beastmaster.<br>
The Creature Analysis talent allows a character to use scholarship and divination magic to gain information about a creature he is observing.<br>
Action, Strain 1: Roll Adept Powers+Soul/Occult+Soul of the creature. He may ask the gamemaster one specific question about the creature, plus one per 5 EV. For the purposes of this talent, the player can ask a specific question that would reveal one of the creature's game statistics or abilities. The gamemaster should, however, cheerfully disallow questions comparing more than one statistic, such as "Is this beast tougher than I am?" or "Which is higher, its Action or Powers?".
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
84c3c9624fe302068c96f340b8dfb360451ec172
806
805
2014-11-22T21:02:25Z
Segmarian>Segmarian
0
/* Creature Analysis */
wikitext
text/x-wiki
====[[#Creature Analysis|Creature Analysis]]====
Discipline use (Adept Powers): Beastmaster.<br>
The Creature Analysis talent allows a character to use scholarship and divination magic to gain information about a creature he is observing.<br>
Action, Strain 1: Roll Adept Powers+Soul/Occult+Soul of the creature. He may ask the gamemaster one specific question about the creature, plus one per 5 EV. For the purposes of this talent, the player can ask a specific question that would reveal one of the creature's game statistics or abilities. The gamemaster should, however, cheerfully disallow questions comparing more than one statistic, such as "Is this beast tougher than I am?" or "Which is higher, its Action or Occult?".
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
0c307985f49781e05623ac92440ea47d7318626d
Action!/Character
0
52
747
746
2014-12-10T07:54:06Z
Segmarian>Segmarian
0
/* Skill Max */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||10|||14
|-
||10|||8|||150|||15
|-
||20/20/20|||9|||330|||16
|-
||30/30/30|||10|||520|||17
|-
||70/70/70|||11|||730|||18
|-
||100/100/100|||12|||960|||19
|-
||160/160/160|||13|||1210|||20
|}
</div>
</div>
[[Category:Action!]]
4c17ad826f06a96e61de620b25359dbde92766d1
Main Page
0
1
132
131
2015-01-31T08:23:14Z
213.112.225.191
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = :Special:Random
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
80034dc4ecc1f9e731dd2da6ce2ed1f7c6a9c35c
133
132
2015-01-31T08:23:38Z
213.112.225.191
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = {{Special:Random}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
67e068d0652b757a6a4847c71956cbd4ed33935b
134
133
2015-01-31T08:24:02Z
213.112.225.191
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = :Special:Random
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
80034dc4ecc1f9e731dd2da6ce2ed1f7c6a9c35c
135
134
2015-01-31T08:24:19Z
213.112.225.191
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wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = :{{Special:Random}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
fdd954248697386dd0c3c01e79c4c02b735c1968
136
135
2015-01-31T08:26:36Z
213.112.225.191
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = :{{Special:Randompage}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
979adc200a3b34da30438b69bb2d618313800801
137
136
2015-01-31T08:32:40Z
213.112.225.191
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = {{Special:Randompage}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
57bd0c4eb0f9f8bbf57199bf860e7e1d6935d560
138
137
2015-01-31T08:33:43Z
213.112.225.191
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wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = {{Special:LatestChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
fa7ec2e9a292f83edd6b9af89b1da186fe64556b
139
138
2015-01-31T08:34:06Z
213.112.225.191
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Random Page
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
b2bf5b359f39296e4f8577a96e97915dabec2ddc
140
139
2015-01-31T11:22:55Z
213.112.225.191
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
c01852d379c107da8e56e80aae08722bfc91cef4
141
140
2015-02-22T08:34:55Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
80e4ce10ff317abea6384c92ea273f28c97e1f41
142
141
2015-05-11T16:12:13Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
84305c1f236755f29db25db0d5e4eaef5cd27e78
Exalted
0
10
97
96
2015-03-07T11:16:33Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[World (Exalted)]]
*[[Rules (Exalted)]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
625668fc7c3701506808d9b83a05ff4c109522d7
98
97
2015-06-03T11:27:41Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[World (Exalted)]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
40e5de65808aa691127dbf674219f6f5d6aa7125
Action!/Proficiency/Bluff
0
41
622
621
2015-12-17T18:39:47Z
Segmarian>Segmarian
0
Segmarian moved page [[Bluff (Action!)]] to [[Action!/Proficiency/Bluff]]
wikitext
text/x-wiki
The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
===Standard Bluff stunts===
Action: Bluff+Manipulation/Bluff+Empathy. Lie convincingly.<br>
Action: Bluff+Manipulation/Bluff+Empathy. Gain the following:
*5 EV: 1 Presence.
*10 EV: Advantage
*20 EV: Player's Call.
Passive: Defend against Bluff.
Active Defense: Defend against any Deceit Interaction.
[[Category:Action!]][[Category:Skills]]
b2d5ec354f262bc2db11b213ebc5da0c01973639
623
622
2015-12-24T08:12:03Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
===Standard Bluff stunts===
Action: Bluff+Manipulation/Bluff+Empathy. Lie convincingly.<br>
Action: Bluff+Manipulation/Bluff+Empathy. Gain the following:
*5 EV: 1 Presence.
*10 EV: Advantage
*20 EV: Player's Call.
Passive: Defend against Bluff.
Active Defense: Defend against any Deceit Interaction.
[[Category:Action!]][[Category:Proficiency]]
62d7f5de63d528c8dd5ea5636e568c2d492a932b
Action!/Skill/Action
0
17
289
288
2015-12-24T01:01:47Z
Segmarian>Segmarian
0
Segmarian moved page [[Action (Action!)]] to [[Action!/Skill/Action]]
wikitext
text/x-wiki
*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
==[[#Schticks|Schticks]]==
===Daredevil===
Action: Actions with higher Difficulty than your Skill gain a positive die.
[[Category:Action!]][[Category:Skills]]
356bd75470f79fbffd16f9fd321ff06e53b06fdb
290
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2015-12-24T01:05:00Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
==[[#Schticks|Schticks]]==
===Daredevil===
Action: Actions with higher Difficulty than your Skill gain a positive die.
[[Category:Action!]][[Category:Skill]]
fcd961b52e304a0864b754d6c34e2bcd4b3e7f85
Action!/Skill/Academics
0
15
278
277
2015-12-24T01:27:02Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
This skill is the skill of learning and education. There are any number of Skill Areas for this Skill.
[[Category:Action!]][[Category:Skill]]
8545c2c2c774888e785b3291528fc623fc8e01dd
279
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2015-12-24T01:27:25Z
Segmarian>Segmarian
0
Segmarian moved page [[Academics (Action!)]] to [[Action!/Skill/Academics]]
wikitext
text/x-wiki
This skill is the skill of learning and education. There are any number of Skill Areas for this Skill.
[[Category:Action!]][[Category:Skill]]
8545c2c2c774888e785b3291528fc623fc8e01dd
Action!/Proficiency/Archaic
0
26
438
437
2015-12-24T01:28:03Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
Bows, crossbows, slings and other mechanically enhanced throwing implements.
[[Category:Action!]][[Category:Skill]]
f67c9c63b28f9f94e1f27eb3561fb93373538e23
439
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2015-12-24T01:28:20Z
Segmarian>Segmarian
0
Segmarian moved page [[Archaic (Action!)]] to [[Action!/Proficiency/Archaic]]
wikitext
text/x-wiki
Bows, crossbows, slings and other mechanically enhanced throwing implements.
[[Category:Action!]][[Category:Skill]]
f67c9c63b28f9f94e1f27eb3561fb93373538e23
440
439
2015-12-24T01:42:34Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
Bows, crossbows, slings and other mechanically enhanced throwing implements.
[[Category:Action!]][[Category:Proficiency]]
f6034ebd60993a46ed7c5bcb67ee7ed345fdcabb
441
440
2015-12-24T01:43:12Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
Bows, crossbows, slings and other mechanically enhanced throwing implements.
==Archery==
{{::Action!/Proficiency/Archery}}
[[Category:Action!]][[Category:Proficiency]]
e24c107b4738ef11583945f2899d494cddaee7b3
442
441
2015-12-24T01:43:22Z
Segmarian>Segmarian
0
/* Archery */
wikitext
text/x-wiki
Bows, crossbows, slings and other mechanically enhanced throwing implements.
==Archery==
{{:Action!/Proficiency/Archery}}
[[Category:Action!]][[Category:Proficiency]]
676571931425c33c4a18ec48070d08fd086e1b8c
Action!/Skill/Arts
0
31
471
470
2015-12-24T01:30:11Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
This is the skill of the fine and not-so-fine arts. Higher values produce better works, like by even more people (Use the resources table with half skill value).
[[Category:Action!]][[Category:Skill]]
be45d6a59652b73fd5cc3562c8cd0f08611196d9
472
471
2015-12-24T01:30:33Z
Segmarian>Segmarian
0
Segmarian moved page [[Arts (Action!)]] to [[Action!/Skill/Arts]]
wikitext
text/x-wiki
This is the skill of the fine and not-so-fine arts. Higher values produce better works, like by even more people (Use the resources table with half skill value).
[[Category:Action!]][[Category:Skill]]
be45d6a59652b73fd5cc3562c8cd0f08611196d9
Action!/Schtick/Cyber
0
63
863
862
2015-12-24T01:30:59Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
b0d5714d9de9f0e9acae1849586a93e0e049f093
864
863
2015-12-24T01:31:20Z
Segmarian>Segmarian
0
Segmarian moved page [[Cyber (Action!)]] to [[Action!/Schtick/Cyber]]
wikitext
text/x-wiki
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
b0d5714d9de9f0e9acae1849586a93e0e049f093
Main Page
0
1
143
142
2016-02-11T11:29:31Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Fantasy!]]
:*[[Unforgotten]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
b07861465d74eb85c70890845292b1006d0ab1a6
144
143
2016-04-28T22:06:05Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
7e4763ca200efba946f5736884a5f0f957520ec1
145
144
2016-07-10T22:03:06Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
63d2de89b0e03d64b40abdf4a1fa9e6904dd2919
146
145
2017-01-15T10:30:22Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
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*
}}
81e5528db023fa2303a522cd5f95fbe729ae4b5a
147
146
2017-01-15T11:07:59Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
6ddd7a7b6a866c0965848f7495eea02fea84c4c7
148
147
2017-03-10T22:29:25Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb = Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
9a762d590903ec9c962cf924b1b08d25fb3616ae
149
148
2017-03-23T14:01:39Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
|
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
171cb63634c590d469f4cb73226a1e1b4e5c2de5
150
149
2017-03-23T14:02:02Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
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| news_content =
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}}
a54d910822f897b7aaa2d13373c4d99924c7ca3f
151
150
2017-03-23T14:02:24Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| Blurb = ''
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
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*
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}}
1ead2bcd5fe68d1f6633b234b626681ff416bd61
152
151
2017-03-23T14:02:44Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| Blurb = ""
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
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*
| news_title = Featured
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}}
6ee133b7d281444d4d7b2dbaebc630c1e27e871a
Action!/Schtick/Sorcery/Blast
0
39
564
563
2016-02-13T11:58:01Z
Segmarian>Segmarian
0
Segmarian moved page [[Blast]] to [[Action!/Schtick/Sorcery/Blast]]
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 10 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
91f41e64d7a4a8e209df2db47fa46f16143b7e45
565
564
2016-09-17T21:20:27Z
Segmarian>Segmarian
0
/* Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain EV as normal, but creates 1 extra Attack per 5 EV.
=====[[#Improved Autofire|Improved Autofire]]=====
Cost 2. Requires Autofire.<br />
Blast now gains 1 Damage per 5 EV, and creates 1 extra Attack per 5 EV.
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to (Power x Power) meters.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
235bc9f51de3d6c019e9f3d5ffaf96b3aade40d1
566
565
2016-09-17T21:30:38Z
Segmarian>Segmarian
0
/* Autofire */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times 100 meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to (Power x Power) meters.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
5814b8bc37f584aa1a372a524dc4230977704357
567
566
2016-09-17T21:48:14Z
Segmarian>Segmarian
0
/* Focused Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to (Power x Power) meters.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
57425c11a966e18ce79e69036319bccab27b0589
568
567
2016-09-17T21:49:47Z
Segmarian>Segmarian
0
/* Sniper Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add +2 to Damage of Blast. Maximum is Power/2 schticks (that is, Pow x 2 is max damage).
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
37be1583debaa6874eb231b214f363f58b7885c2
569
568
2016-09-17T21:50:30Z
Segmarian>Segmarian
0
/* Sorcerous Power */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Blast does double Damage after Soak versus Holy, Living and Unholy/Undead, respectively.
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
ac6970a7908334026c493394b38c15253adfcede
570
569
2016-09-17T21:52:52Z
Segmarian>Segmarian
0
/* Unholy, Necrotic, Holy */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Half EV progression).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 3.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
6c36b805b38778ac63c50ea3ce1f1c2ea226e46c
571
570
2016-09-17T21:54:04Z
Segmarian>Segmarian
0
/* Lowered Damage */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Booster Schtick.
You may attack with your Schtick, using your Power+4 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Half EV progression).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 1 level.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power. Upgrade: +2 Damage. Max Upgrade Power/2 Schticks (Power Damage).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to EV/5, that lasts EV rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+8. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+4 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+4 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+4 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+4. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-6), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+3), +1 Power Effect (+1).|cost breakdown}}<br>
Damage is equal to Power+Power-2 against Stunt. Power Effects: Overpower, Stun.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+4 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+4 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+6 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power+1 against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+6, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+6. Power Effects: Damage 2 (Power+2).
=== [[#Death|Death]] ===
Damage is equal to Power+4. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+8, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power against up to 3 targets, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+6 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: Power x 40 + 10 points.
Accurate (+d10 AV), Overpower (+Power), Damage (Power+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power x3 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative EV/5 penalty EV rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+4, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Focus-2]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 6 (Damage-2, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+6, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2, and only doing Shock points. (No Wounds, Skill Willpower, Damage+4, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Focus-2. (Sorcerous Claws (Sorcery), Skill Willpower, Damage+6, Combo Blast).<br>
Power effects:Damage 2 (Power+2).
8c62cfe8bdb1e567db80bee602458864b6ee915e
572
571
2016-09-17T22:21:04Z
Segmarian>Segmarian
0
/* Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Half EV progression).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 1 level.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
{{H:title|
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5).|cost breakdown}}<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
5d5f4304589f021d06611a090a364edbcdef4e2a
Action!/Schtick/Cyber
0
63
865
864
2016-04-26T21:36:19Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+5 Difficulty). Other treatments include RealHair and RealNails.
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
1f5ff0302ab2b59a09c8974ac2a82dcb5b6dabca
866
865
2016-04-26T22:21:00Z
Segmarian>Segmarian
0
/* Level 0 Cyber */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty). Other treatments include RealHair and RealNails.
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
0982490d8ec702f4ad1a33d5bebe5728b39cd60a
867
866
2016-04-26T22:21:21Z
Segmarian>Segmarian
0
/* RealSkin */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty). Other treatments include RealHair and RealNails.<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
0e2775f2be10f64bf4f812e1fdf86283c1d79692
868
867
2016-04-26T22:21:36Z
Segmarian>Segmarian
0
/* DefJam */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty). Other treatments include RealHair and RealNails.<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+5 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
277c881c2c230ab27e0364620c451e3df4db5106
869
868
2016-04-26T22:22:08Z
Segmarian>Segmarian
0
/* DefJam */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty). Other treatments include RealHair and RealNails.<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
6e6f248d8a0ffd48f7bf9c576c6e92187312e58f
870
869
2016-04-26T22:22:51Z
Segmarian>Segmarian
0
/* RealSkin */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
___Other treatments include RealHair and RealNails.___
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
5f7d2da678a2250ec3708161749aded9a72213ae
871
870
2016-04-26T22:23:16Z
Segmarian>Segmarian
0
/* RealSkin */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
9da4e26ee1e5760b188066ba75e4cd394a4f1de6
872
871
2016-04-26T22:23:35Z
Segmarian>Segmarian
0
/* Level 0 Cyber */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Medicine 12. Administers drugs and medicaments on order, too.<br>
'''Boosters:''' +2 Skill.
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
a6e6e536ce619159fcfea0286fb3a6b4aa0ed287
873
872
2016-04-26T22:33:03Z
Segmarian>Segmarian
0
/* BioMonitor */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
This Cyberware costs 10 Xp or Resources 8 to install.
==== '''BioMonitor''' ====
Tier 1
Medicine 11. Administers drugs and medicaments on order, too.<br>
'''Progression:''' Medicine (Normal Cyber).
==== '''DualAction''' ====
Your multi-action penalty is reduced by 1.
==== '''Evade Upgrade''' ====
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+8.
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
0848f2fe5bb5dc025eb21e8042c3a80b4a42cd33
874
873
2016-04-26T22:40:41Z
Segmarian>Segmarian
0
/* Level 1 Cyber */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 10
Medicine 11. Administers drugs and medicaments on order, too.<br>
'''Progression:''' Medicine (Normal Cyber).
==== '''DualAction''' ====
Cost 20
Your multi-action penalty is reduced by 2.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
ef7ca6c174815dd3e0662c72e698f109db6d9e2e
Action!/Equipment/Armor
0
30
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Segmarian>Segmarian
0
wikitext
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{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Bulletproof vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit, Near future armor
|-
||+15|||Encounter suit w/ shields
|-
||+16|||Space Marine armor, Heavy near future armor
|-
||+17|||Overcharged Encounter suit
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||Tou+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
[[Category:Action!]]
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0
wikitext
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{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Bulletproof vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit, Near future armor
|-
||+15|||Encounter suit w/ shields
|-
||+16|||Space Marine armor, Heavy near future armor
|-
||+17|||Overcharged Encounter suit
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
[[Category:Action!]]
cd120a08c80fd30897e9cd618ce87c7c42e5e454
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Segmarian>Segmarian
0
Segmarian moved page [[Armor (Action!)]] to [[Action!/Armor]]
wikitext
text/x-wiki
{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Bulletproof vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit, Near future armor
|-
||+15|||Encounter suit w/ shields
|-
||+16|||Space Marine armor, Heavy near future armor
|-
||+17|||Overcharged Encounter suit
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
[[Category:Action!]]
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Action!/Attribute
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Segmarian>Segmarian
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
Social Status/Recognition
Focus Pool
[[Category:Action!]][[Category:Attribute]]
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Segmarian>Segmarian
0
Segmarian moved page [[Attributes (Action!)]] to [[Action!/Attribute]]
wikitext
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
Social Status/Recognition
Focus Pool
[[Category:Action!]][[Category:Attribute]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Status|Social Status]]||Social Status
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
Focus Pool
[[Category:Action!]][[Category:Attribute]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Status|Social Status]]||0, May be bought as any attribute.
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|-
||[[Wound Threshold (Action!)|Wound Threshold]]||5
|}
Focus Pool
[[Category:Action!]][[Category:Attribute]]
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wikitext
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Power
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Status|Social Status]]||0, May be bought as any attribute.
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Spirit|Spirit]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Resources (Action!)|Resources]]||Perk
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Status|Social Status]]||0, May be bought as any attribute.
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
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488
2017-03-21T11:06:46Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3(rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
4bca1582663fb04e10a1c6262cf25dd61547107d
490
489
2017-03-21T11:28:39Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wounds|Wounds]]||Toughness
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
ae4623a0ac5d8f1fa587f7991eb9278b99e58143
491
490
2017-03-21T11:29:59Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
66531834cc3848e443458ac9331f49ad80fbd73a
492
491
2017-03-21T12:05:40Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
ff54cc00b13b5248e57822e4661ee47449db0f8b
Action!/Schtick/Fu/Brawling
0
45
659
658
2016-08-19T22:51:42Z
Segmarian>Segmarian
0
Segmarian moved page [[Brawling (Action!)]] to [[Action!/Schtick/Fu/Brawling]]
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict any Damage.
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as +5 Damage, +1 EV Weapon and breaks on the first Attack.
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 4 SP: +3 EV, +1 EV multiplier, causes Knockdown on hit.
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +2 AV.
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
1aa13dd7d636b2479f1db51e00ee69c1ec4bf7f2
660
659
2016-08-19T23:30:50Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict any Damage.<br>
Progression: Knockdown on Hit (+40 points), Kick Damage (Normal Progression), Action required is now a Move (40 points), Attack may be used as a Hit Counter (+60 points, requires Move Action enhancement)
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.<br>
Progression: Damage (Normal Progression), AV (AV Progression), Impairment (Progression according to Cause Impairment Fu Power), Add Stun Damage (80 points), Add Fatigue Damage (80 points)
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as a light weapon, +8 Damage and breaks on the first Attack.<br>
Progression: Damage (Normal Progression), Weapon lasts encounter (+20), Weapon may also cause Bleed (40), Weapon also causes Bleed (100)
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.<br>
Progression: Damage (Normal Progression), Add Focus prerequisite: Add +5 AV to the Attack (0 points), Add Knockdown Damage (120 points), Add a Knockdown on Shockpoints (40 points), Add a Knockdown on Hit (+40 points, req Kd on Sp)
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 2 SP: +2 levels of Damage, causes Knockdown on hit.
Progression: SP Cost -1 (20), Damage (Normal Progression), Drain Shockpoints (Max 5) (40 points), Drain Shockpoints (No max) (+40 points).
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +5 AV.
Progression: AV (Normal AV), Damage (Normal Progression), Knockback (Double Normal Progression)
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
0ba5afbd48311471c9a124f6681d19841921b181
Star Tribes!/Culture
0
62
812
811
2016-08-31T11:52:20Z
Segmarian>Segmarian
0
/* Beast Rider Culture */
wikitext
text/x-wiki
[[Star Tribes!]]
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the families' Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People is surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
f607d1c904709df9af2d54633b9a1373bb05c112
813
812
2016-08-31T11:53:01Z
Segmarian>Segmarian
0
/* Beast Rider Culture */
wikitext
text/x-wiki
[[Star Tribes!]]
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People is surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
b051648569bd646b4d6721c42c5d747035ed84fc
814
813
2016-08-31T11:54:15Z
Segmarian>Segmarian
0
/* Beast Rider Culture */
wikitext
text/x-wiki
[[Star Tribes!]]
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
f179222d19766e85caec3cf03cf74c9416601e15
Action!/Character
0
52
748
747
2016-09-04T07:08:48Z
Segmarian>Segmarian
0
Segmarian moved page [[Characters (Action!)]] to [[Action!/Character]]
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 160 '''[[Attributes (Action!)|Attribute]]''' points
* 160 '''[[Skills (Action!)|Skill]]''' points
* 160 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5, except '''[[Attributes_(Action!)#Soul|Soul]]''' attributes which start at 0.
==Point Costs==
====Attribute Points====
10 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys +1 in a '''[[Skills (Action!)|Skill]]''' up to 10. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
10 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
20 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points/10) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||490|||14
|-
||10|||8|||640|||15
|-
||40|||9|||810|||16
|-
||90|||10|||1000|||17
|-
||160|||11|||1210|||18
|-
||250|||12|||1440|||19
|-
||360|||13|||1690|||20
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||10|||14
|-
||10|||8|||150|||15
|-
||20/20/20|||9|||330|||16
|-
||30/30/30|||10|||520|||17
|-
||70/70/70|||11|||730|||18
|-
||100/100/100|||12|||960|||19
|-
||160/160/160|||13|||1210|||20
|}
</div>
</div>
[[Category:Action!]]
4c17ad826f06a96e61de620b25359dbde92766d1
749
748
2016-12-27T10:18:36Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 480 points, divided into 3 parts.
* 16 '''[[Attributes (Action!)|Attribute]]''' points
* 16 '''[[Skills (Action!)|Skill]]''' points
* 16 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||49|||14
|-
||1|||8|||64|||15
|-
||4|||9|||81|||16
|-
||9|||10|||100|||17
|-
||16|||11|||121|||18
|-
||25|||12|||144|||19
|-
||36|||13|||169|||20
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||10|||14
|-
||10|||8|||150|||15
|-
||20/20/20|||9|||330|||16
|-
||30/30/30|||10|||520|||17
|-
||70/70/70|||11|||730|||18
|-
||100/100/100|||12|||960|||19
|-
||160/160/160|||13|||1210|||20
|}
</div>
</div>
[[Category:Action!]]
b7c0c70f7672420335b4c348d21e710211ef820c
750
749
2016-12-27T10:18:48Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 48 points, divided into 3 parts.
* 16 '''[[Attributes (Action!)|Attribute]]''' points
* 16 '''[[Skills (Action!)|Skill]]''' points
* 16 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||49|||14
|-
||1|||8|||64|||15
|-
||4|||9|||81|||16
|-
||9|||10|||100|||17
|-
||16|||11|||121|||18
|-
||25|||12|||144|||19
|-
||36|||13|||169|||20
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||10|||14
|-
||10|||8|||150|||15
|-
||20/20/20|||9|||330|||16
|-
||30/30/30|||10|||520|||17
|-
||70/70/70|||11|||730|||18
|-
||100/100/100|||12|||960|||19
|-
||160/160/160|||13|||1210|||20
|}
</div>
</div>
[[Category:Action!]]
99a2e50375255d85cf21ada89c62ce4f542ac073
Main Page
0
1
153
152
2017-03-23T14:06:51Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
23d410b4377e60c2cacbc6567bd4fe1215251fc7
154
153
2017-05-09T22:10:41Z
192.3.188.103
0
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wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
155
154
2017-05-11T02:15:23Z
198.12.83.244
0
wikitext
text/x-wiki
<br><br>assainissement
17405429456d0e626070f584af629cc9b71b6e39
156
155
2017-05-11T02:52:30Z
74.84.131.34
0
wikitext
text/x-wiki
<br><br>electricité
cae728e76fc60e304910c70248a485aa35c7e631
157
156
2017-05-11T02:58:17Z
202.56.203.40
0
wikitext
text/x-wiki
<br><br>couvreur
762db5b4a1f5d04b1e16c4e6ecc6644aa7cae563
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2017-05-11T03:00:52Z
212.83.144.1
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Blanked the page
wikitext
text/x-wiki
da39a3ee5e6b4b0d3255bfef95601890afd80709
159
158
2017-05-11T03:16:05Z
192.3.245.122
0
wikitext
text/x-wiki
<br><br>plomberie<br><br>assainissement
7bce804dcc6c68f979c82ef972843f9bdfbd90ac
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2017-05-11T03:25:17Z
41.89.94.43
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wikitext
text/x-wiki
<br><br>couvreur<br><br>chauffagiste
6e404b5e347c91ee460f75da9db6b91afa827d51
161
160
2017-05-13T17:33:29Z
Segmarian>Segmarian
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wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Steampunk!]]
:*[[Immortal!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
23d410b4377e60c2cacbc6567bd4fe1215251fc7
162
161
2017-05-30T22:00:58Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
*[[Savage Worlds]]
:*[[Steampunk!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
8a9b18db4bfef52f0f041afb9e44f393ccf47bf0
163
162
2017-05-30T22:01:16Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
:*[[Savage Worlds]]
:*[[Steampunk!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
7d603f31a71950e7cce6d07c4440f64c214c82bc
164
163
2017-06-21T20:44:47Z
181.114.115.38
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Replaced content with "<br><br>assainissement"
wikitext
text/x-wiki
<br><br>assainissement
17405429456d0e626070f584af629cc9b71b6e39
165
164
2017-06-21T23:02:02Z
Segmarian>SamanthaNguyen
0
Reverted edits by [[Special:Contributions/181.114.115.38|181.114.115.38]] ([[User talk:181.114.115.38|talk]]) to last revision by [[User:Segmarian|Segmarian]]
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
:*[[Savage Worlds]]
:*[[Steampunk!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
7d603f31a71950e7cce6d07c4440f64c214c82bc
166
165
2017-06-22T15:47:50Z
198.12.83.244
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Replaced content with "<br><br>serrurier<br><br>serrurier"
wikitext
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<br><br>serrurier<br><br>serrurier
829a37560b69fd079e4ab258e44edcf8d600e571
167
166
2017-06-22T15:49:13Z
Segmarian>Jack Phoenix
0
Reverted edits by [[Special:Contributions/198.12.83.244|198.12.83.244]] ([[User talk:198.12.83.244|talk]]) to last revision by [[User:SamanthaNguyen|SamanthaNguyen]]
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
:*[[Savage Worlds]]
:*[[Steampunk!]]
:*[[Russians]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
7d603f31a71950e7cce6d07c4440f64c214c82bc
168
167
2017-08-14T16:43:12Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
*:[[Chronicles|Chronicles of the RAC]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
0ac47fd30f3c9067e81d4183506b0ef220a18c67
169
168
2017-08-14T16:44:06Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
c83810b9b4e9793236a2e357199b46617ca8cacc
170
169
2017-09-17T09:48:15Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE - Slaves to the Giants|FATE/Slaves]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
fac2f209affcb562d3db4df0bc3ee1f979dd42f1
171
170
2017-09-17T09:48:42Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Wizard Wars]]
:*[[L5R]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
175937da0697de41b509080d43c5349eb42bbedc
Action!/Attribute
0
33
493
492
2017-03-24T09:19:46Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
dd7d875f18062a470a267ff53e9ff41f23321f97
Action!/Schtick/Animal
0
22
327
326
2017-03-27T21:39:31Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. Transformed Animal Powers may not be bought several times. The cost is 2 points for each Power.
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power. No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action x 10, Focus: TA Powers/Focus[+Focus EV] heals target of Shock and Wounds (1/1 and 1/5). Target also regains all Focus.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Stackable<br/>
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
===Powerful===
May buy extra Attribute bonus (up to Attribute Max). Progression 1.
===Versatile===
May buy extra Skill bonus (up to Skill Max). Progression 1.
==Armor==
Action, Focus: gain the following [Focus] hours:<br/>
Passive: Gain [Focus] points of Armor.<br/>
Passive: Gain [Focus/5] Wounds.<br/>
Passive: Gain [Focus x 5] Health.
===Armored in Life===
Armor: Gain the following:<br/>
Passive: Gain [Focus] points of [Toughness].
===Life in Harmony===
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs. No
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
Progression 5.
===Powerful===
May buy extra Attribute bonus. Progression 1.
===Versatile===
May buy extra Skill bonus. Progression 1.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs. No
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
Progression 5.
===Powerful===
Power: Add 2 to any Attribute. Progression 1.
===Versatile===
May buy extra Skill bonus. Progression 1.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
dc1776d87be37076bb61d841ca3424a07e4b90a2
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2017-04-10T07:02:47Z
Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs. No
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
Progression 5.
===Powerful===
Power, 1 shock point: Add 2 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.
===Versatile===
May buy extra Skill bonus. Progression 1.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
3df0fd9a1d514a2aa1110a115219a2ef3ec6865f
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2017-04-10T07:03:37Z
Segmarian>Segmarian
0
/* Versatile */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs. No
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
Progression 5.
===Powerful===
Power, 1 shock point: Add 2 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.
===Versatile===
5 shock points: Add 2 to any Skill until you have Full Shock points at end of Sequence. Progression 1.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
5af94ac13e261d99f13f75ab2c4f7845b7ab0d9c
332
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2017-04-10T07:04:50Z
Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs. No
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
Progression 5.
===Powerful===
1 shock point: Add 2 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.
===Versatile===
5 shock points: Add 2 to any Skill until you have Full Shock points at end of Sequence. Progression 1.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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2017-04-10T07:05:19Z
Segmarian>Segmarian
0
/* Versatile */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs. No
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
Progression 5.
===Powerful===
1 shock point: Add 2 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.
===Versatile===
Focus: Add 2 to any Skill until you have Full Shock points at end of Sequence. Progression 1.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs. No
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.
Progression 5.
===Powerful===
Focus: Add 2 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.
===Versatile===
Focus: Add 2 to any Skill until you have Full Shock points at end of Sequence. Progression 1.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
287ad2df27ff6107c9a1c2401ab6e1fbbdd3d610
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0
/* Common Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
1 shock point: Add 2 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
Focus: Schtick lasts [Power] hours.
===Versatile===
1 shock point: Add 2 to any Skill until you have Full Shock points at end of Sequence. Progression 1.<br>
Focus: Schtick lasts [Power] hours.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
1 shock point: Add 5 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
Focus: Schtick lasts [Power] hours.
===Versatile===
1 shock point: Add 2 to any Skill until you have Full Shock points at end of Sequence. Progression 1.<br>
Focus: Schtick lasts [Power] hours.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
ccb99165aef63a1c936d1cd0c3a2e33f545526dc
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Segmarian>Segmarian
0
/* Versatile */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 8 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
1 shock point: Add 5 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
Focus: Schtick lasts [Power] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
Focus: Schtick lasts [Power] hours.
==Armor==
Armor 1<br>
Action, Focus: gain the following [Focus] hours:<br/>
All Armor Effects.<br>
Armor 1:[Focus] Armor.
===Armored in Life===
Armor 2<br>
[Focus] .
===Life in Harmony===
Armor 3<br>
Armor: Gain the following:<br/>
Passive: Ignore up to [Focus] points of Wound Impairment.
===Invincible Armor===
Armor 4<br>
Armor: Gain the following:<br/>
Passive: Gain Resistance to Armor Piercing equal to your [Focus x 2].
===Eternal Harmony===
Armor 5<br>
Armored, Focus: Ignore up to a Wound and Focus Shock points. This may only be used after soak.<br>
Armored, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus]+2 Damage.
===Spiritual Bite===
Requires Bite<br>
Bite, Focus: A Spiritual Bite doing [Martial Arts]/[Focus x 2]+5 Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite: Bite gains [Focus x 2] Armor Piercing.
===Vital Bite===
Bite: Bite gains +1 EV multiplier. Regain up to 5 Shock points of Shock points dealt.
===Soul Bite===
Bite, 2 Focus: Bite gains [Focus] AV. Regain a point of Focus if you inflict a Wound.
==Call==
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV on the Range table. All Transformed animals within range are alerted, sensing direction and the range on the Range table.
===Targeted Call===
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).
===Message Call===
Call, Focus: You may transmit up to Focus words with a Call.
===Summmoning Call===
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV sequences.<br/>
Intimidating Call, Focus: Targets travels away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Passive: Add [4 x Focus] to Strength value for everything except any kind of Damage calculations.
===Crush===
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Thrown Attack: Add [Focus] Damage to a Thrown Attack. Max Thrown Damage with Hurl is Strength x 2 + Focus.
===Unmovable===
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
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wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
1 shock point: Add 5 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
0
Segmarian moved page [[Animal (Action!)]] to [[Action!/Schtick/Animal]]
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/Sequence during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
1 shock point: Add 5 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
bc2a6120541e4a31dad86e0783a8d86f116f20df
Action!/Character
0
52
751
750
2017-04-09T21:35:15Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 48 points, divided into 3 parts.
* 16 '''[[Attributes (Action!)|Attribute]]''' points
* 16 '''[[Skills (Action!)|Skill]]''' points
* 16 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points,
<div class="mw-collapsible mw-collapsed">
see here
<div class="mw-collapsible-content">
Max Level 14, 57 points
Max Level 15, 72 points
Max Level 16,
</div>
</div>
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||49|||14
|-
||1|||8|||64|||15
|-
||4|||9|||81|||16
|-
||9|||10|||100|||17
|-
||16|||11|||121|||18
|-
||25|||12|||144|||19
|-
||36|||13|||169|||20
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||10|||14
|-
||1|||8|||15|||15
|-
||2/2/2|||9|||33|||16
|-
||3/3/3|||10|||52|||17
|-
||7/7/7|||11|||73|||18
|-
||10/10/10|||12|||96|||19
|-
||16/16/16|||13|||121|||20
|}
</div>
</div>
[[Category:Action!]]
904e1430294fe2ad86673531e68e6f18aeab1552
752
751
2017-04-09T21:44:35Z
Segmarian>Segmarian
0
/* Skill Max */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 48 points, divided into 3 parts.
* 16 '''[[Attributes (Action!)|Attribute]]''' points
* 16 '''[[Skills (Action!)|Skill]]''' points
* 16 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points,
<div class="mw-collapsible mw-collapsed">
see here
<div class="mw-collapsible-content">
Max Level 14, 57 points
Max Level 15, 72 points
Max Level 16,
</div>
</div>
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||49|||14
|-
||1|||8|||64|||15
|-
||4|||9|||81|||16
|-
||9|||10|||100|||17
|-
||16|||11|||121|||18
|-
||25|||12|||144|||19
|-
||36|||13|||169|||20
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||20/20/20|||14
|-
||1|||8|||26/26/26|||15
|-
||2/2/2|||9|||32/32/32|||16
|-
||3/3/3|||10|||38/38/38|||17
|-
||7/7/7|||11|||45/45/45|||18
|-
||10/10/10|||12|||53/53/53|||19
|-
||16/16/16|||13|||62/62/62|||20
|}
</div>
</div>
[[Category:Action!]]
cd59d99d80926f89d2e6f8a01b13a3bc359b0e86
753
752
2017-04-09T21:47:14Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 48 points, divided into 3 parts.
* 16 '''[[Attributes (Action!)|Attribute]]''' points
* 16 '''[[Skills (Action!)|Skill]]''' points
* 16 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +7 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||49|||14
|-
||1|||8|||64|||15
|-
||4|||9|||81|||16
|-
||9|||10|||100|||17
|-
||16|||11|||121|||18
|-
||25|||12|||144|||19
|-
||36|||13|||169|||20
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||20/20/20|||14
|-
||1|||8|||26/26/26|||15
|-
||2/2/2|||9|||32/32/32|||16
|-
||3/3/3|||10|||38/38/38|||17
|-
||7/7/7|||11|||45/45/45|||18
|-
||10/10/10|||12|||53/53/53|||19
|-
||16/16/16|||13|||62/62/62|||20
|}
</div>
</div>
[[Category:Action!]]
c7bbfba29f554b8e7ceaf67631c44242a42e453a
754
753
2017-10-07T22:28:32Z
Segmarian>Segmarian
0
/* Skill Max */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 48 points, divided into 3 parts.
* 16 '''[[Attributes (Action!)|Attribute]]''' points
* 16 '''[[Skills (Action!)|Skill]]''' points
* 16 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||7|||20/20/20|||14
|-
||1|||8|||26/26/26|||15
|-
||2/2/2|||9|||32/32/32|||16
|-
||3/3/3|||10|||38/38/38|||17
|-
||7/7/7|||11|||45/45/45|||18
|-
||10/10/10|||12|||53/53/53|||19
|-
||16/16/16|||13|||62/62/62|||20
|}
</div>
</div>
[[Category:Action!]]
242322f0085a96d9673dcac0fb9a17143aa8e432
755
754
2017-10-07T22:30:15Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 48 points, divided into 3 parts.
* 16 '''[[Attributes (Action!)|Attribute]]''' points
* 16 '''[[Skills (Action!)|Skill]]''' points
* 16 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
0948ceee221b96dd1c12a6b6d89e29cac89347ed
756
755
2017-10-07T22:30:56Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 10 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
30d6cf4befdebdfcd50d527d021dd3f9e854dddc
757
756
2017-10-07T22:31:09Z
Segmarian>Segmarian
0
/* Attribute Points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10.
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
59286320bdda91729ef6c65d16b9cd87d466dc39
758
757
2017-10-07T22:31:49Z
Segmarian>Segmarian
0
/* Skill Points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] points''' buy 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10 (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
d456f7f58a91f7f9dab84c2d51c2e8ff7a87bdad
759
758
2017-10-07T22:32:08Z
Segmarian>Segmarian
0
/* Skill Points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' above 10 (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
a1825afba073348bbbc73e522b908ab1705e550e
760
759
2017-10-07T22:32:25Z
Segmarian>Segmarian
0
/* Skill Points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
16354a86ff455eba3c48fd08a9a509bc7bca4244
Savage Worlds/Tenochtitlan
0
7
60
2017-07-13T14:09:29Z
Segmarian>Segmarian
0
Created page with "==Characters== ==Wild Cards== *"
wikitext
text/x-wiki
==Characters==
==Wild Cards==
*
ae3c4e33c6ec56131a62f9bd816670bef2610c6c
Star Tribes!/Character
0
51
687
686
2017-08-12T22:47:59Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 80 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Transformed Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
8a10c30bbee351acbaf3dc8d93f34243119d1d37
Action!/Proficiency/Bluff
0
41
624
623
2017-08-14T08:40:28Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
===Standard Bluff stunts===
Action: Bluff+Manipulation/Bluff+Empathy. Lie convincingly.<br>
Action: Bluff+Manipulation/Bluff+Empathy. Gain the following:
*5 EV: 1 Presence.
*10 EV: Advantage
*15 EV: Negotiated Win.
*20 EV: Player's Call.
Passive: Defend against Bluff.
Active Defense: Defend against any Deceit attempt.
[[Category:Action!]][[Category:Proficiency]]
b571cb9f13b5cfa31ac3ff805233c26c040ce683
Action!/Schtick/Cyber
0
63
875
874
2017-10-13T16:17:18Z
Segmarian>Segmarian
0
/* BioMonitor */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2
Medicine 10. Administers drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 20
Your multi-action penalty is reduced by 2.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
2a4aa74bd2f3c3ee26d0956a6371adbd0cf4055b
876
875
2017-10-13T16:18:14Z
Segmarian>Segmarian
0
/* BioMonitor */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 5 Xp or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 20
Your multi-action penalty is reduced by 2.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
548525104c056ae5626b785b27c1614105f1dd5b
877
876
2017-10-14T11:00:40Z
Segmarian>Segmarian
0
/* Level 0 Cyber */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 20
Your multi-action penalty is reduced by 2.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
0f110b68baa72b4e0f5e00a9d7d9495d48a6ee85
878
877
2017-10-15T10:37:53Z
Segmarian>Segmarian
0
widADAddwgeyadaaqw4w
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
=== Cyber Psychosis ===
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
a7cb0b1f2d30a826ee233011819f09e26dbd9d95
Action!/Character
0
52
761
760
2017-11-12T21:54:49Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
d78f17bfc629a383ef90e4a8fca969feb31374b6
762
761
2017-11-12T21:57:36Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div style="margin-right: 3px">
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
e25dee252a23599e7f202d366c132ed5653c4dab
763
762
2017-11-12T21:58:20Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
<br>
<br>
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
d78f17bfc629a383ef90e4a8fca969feb31374b6
764
763
2017-11-12T22:01:13Z
Segmarian>Segmarian
0
/* Skill Max */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
e3e43726e327cd6cf422d174ee9ec595c2e37787
Action!/Schtick/Animal
0
22
340
339
2017-11-13T13:41:46Z
Segmarian>Segmarian
0
/* Healing */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
1 shock point: Add 5 to any Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
24dae3a850ad5794abb2b093c56b2f79659aa575
341
340
2017-11-13T13:44:32Z
Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Chrome an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to any chansen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Technologic|Technologic]]'''
|-
||[[/Intensity|Intensity]]|||[[/Diversity|Diversity]]|||[[/Capacity|Capacity]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Technology|Technology]]'''
|-
||[[/Intensity|Intensity]]|||[[/Diversity|Diversity]]|||[[/Capacity|Capacity]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Technology|Technology]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Technology|Technology]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Luck
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
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{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Technology|Technology]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
6ac1901c6e1dff5416fad4501c8b0b5dd88bca2b
499
498
2017-12-04T15:38:58Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Template:Action!}}
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Construction|Construction]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
<br>
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
[[Category:Action!]][[Category:Attribute]]
1badf57e73c4c547638f4060ddbd99f995645d2d
500
499
2018-11-06T20:42:49Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<div class="container">
<div class="row">
{{Template:Action!}}
</div>
<div class="row">
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Construction|Construction]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
</div>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
</div>
</div>
[[Category:Action!]][[Category:Attribute]]
60d76ace20317a664c7d6cac03c9df587294512b
501
500
2018-11-06T20:44:49Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<div class="container">
<div class="row">
{{Template:Action!}}
</div>
<div class="row">
<div class="col" id="column-google">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Construction|Construction]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
</div>
<div class="col" id="column-google">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
</div>
</div>
[[Category:Action!]][[Category:Attribute]]
f3bc1b1343cf1128fb942a19e668377c5ade736e
502
501
2018-11-06T20:45:29Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<div class="container">
<div class="row">
{{Template:Action!}}
</div>
<div class="row">
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Construction|Construction]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
</div>
</div>
[[Category:Action!]][[Category:Attribute]]
4fcc4897c3076bddd27e7dd461a6af0fa97ce0b8
Main Page
0
1
172
171
2017-12-08T19:20:10Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Project Chaos Reborn]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
57972fa7c3efe056fa27e16eab40e1dd272f5193
173
172
2017-12-08T19:20:29Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
5b1637400161b6a2f40e5a56fae27a95216f9870
174
173
2018-01-15T14:36:20Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Chaos|Project Chaos Reborn]]
*[[Planet of Adventure]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
ac7c1b8eba0c93903a062f3603c41ce755c247c4
175
174
2018-01-15T14:36:39Z
Segmarian>Segmarian
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wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Planet of Adventure]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| featured_title = Recent Changes
| featured_content = {{Special:RecentChanges}}
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
e644e6571ec30989931604118cc5db7ed40d510d
176
175
2018-03-20T10:52:07Z
Segmarian>Segmarian
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wikitext
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{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Planet of Adventure]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
fabce80e9e2bb7f9fdad43ccaf547212f97f6a5b
177
176
2018-03-20T10:52:25Z
Segmarian>Segmarian
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wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Planet of Adventure]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
}}
456092dff9d7029275e257ba4b119dae2bed1750
178
177
2018-03-20T10:52:38Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Planet of Adventure]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Unforgotten]]
:*[[Vampire the Masquerade]]
:*[[Heroes of Hyboria]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[BattleTech]]
:*[[B2BoD]]
:*[[World of Darkness]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
44da113898abb4d96fbdf75968c44d226630c4f2
179
178
2018-03-20T10:54:35Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Planet of Adventure]]
:*[[Wizard Wars]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
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:*[[Suits 2090|Suits 2090]]
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e644e6571ec30989931604118cc5db7ed40d510d
180
179
2018-03-20T10:56:27Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
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:*[[Exalted]]
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7eee296a782c58b3a3c2aa0fbc999ad7c02824a6
181
180
2018-03-20T10:59:22Z
Segmarian>Segmarian
0
wikitext
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__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
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55f8909118c7433174f0b084c72959b924b5b100
182
181
2018-03-20T11:00:36Z
Segmarian>Segmarian
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== Roleplaying ==
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:*[[Exalted]]
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938739b858993fb933d13c66fb64b3007947a5ea
183
182
2018-03-20T11:01:42Z
Segmarian>Segmarian
0
wikitext
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
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:*[[Exalted]]
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:*[[Chaos|Project Chaos Reborn]]
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a6c66ac798e77748ee4b68f7b689af92ac8faa7f
184
183
2018-05-10T06:16:24Z
Segmarian>Segmarian
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9b258740950a6a9e6b40601e04a027ffabee68f2
185
184
2018-05-10T06:22:03Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
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:*[[Exalted]]
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c2fb18de2ca2fa8eadcc210cdbf3e3ba12faa5ac
186
185
2018-07-15T09:28:47Z
Segmarian>Segmarian
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wikitext
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8f294674f57f08c63cef4c0cd20d41cd3189ccd2
187
186
2018-07-15T09:29:38Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
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64885c0fc5957024954d4d36ff15c211117c6baa
188
187
2018-07-15T09:30:27Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
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:*[[Exalted]]
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880e40d42557416a69811a53435cabcb92ff9506
189
188
2018-08-14T15:31:29Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
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:*[[Planet of Adventure]]
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f241aec9d756f7bae4e38f8bdea2bf2382be9097
190
189
2019-01-23T16:35:11Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
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835df2beb93812d60ce1b68740534d3de067e391
191
190
2019-02-06T17:19:33Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
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501b2410def2e64bfb257f3a53223184f3fc083d
192
191
2019-04-15T19:19:00Z
Segmarian>Segmarian
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
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:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
23ecb7eda877f4d18a425f04cadf110cde0d179d
193
192
2019-04-15T19:19:26Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Fantasy!]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers|Explorers of the Unknown]]
:*[[BattleTech]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
| featured_title = None
| featured_content = ==Campaigns==
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
a7a5583d360627fa8e5c81deda8db416a82142a4
Exalted
0
10
99
98
2018-08-13T18:36:42Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu||Guardian of Mu]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[World (Exalted)]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
340b5aeb1eeef9f6a09e3537897789da7f9d31da
100
99
2018-08-13T18:36:57Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[World (Exalted)]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
d1ec2a593d04159c11eaf6bbfe9fe2a8f8caaa0e
101
100
2018-08-13T18:37:17Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[World (Exalted)]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
73d540798d41af0eadec75530f8064d72c62ed86
102
101
2018-08-13T19:01:00Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[World (Exalted)]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
073aefd31ff559b8a93c443d50341739f7a0ba35
103
102
2018-10-18T18:32:15Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
1a0bff8b4f736f7f055aecffe53b445c2105d09a
104
103
2019-03-04T19:48:00Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[/Charmbuilder|Charm building]]
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
d21da45a473013ccca2dffc360bc5a8e0f89adcd
Action!/Schtick/Cyber
0
63
879
878
2018-10-15T18:56:40Z
Segmarian>Segmarian
0
/* Cyber Psychosis */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
[[Cyber rewrite]]
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
95da8e3d2703842af514c84a1ec189474b612dcc
880
879
2018-10-15T18:57:10Z
Segmarian>Segmarian
0
/* Cyber Psychosis */
wikitext
text/x-wiki
[[/Old]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
f12793ad41fe756c0278a1cd7cce6351711794e1
881
880
2018-10-15T18:57:52Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[/Old]]
[[Cyber rewrite]]
[[/Rewrite 2]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
9cbe8c7c1f4faa89382d7a9afee750aa2c795c50
882
881
2018-10-15T18:58:07Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
*[[/Old]]
*[[Cyber rewrite]]
*[[/Rewrite 2]]
<noinclude>Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
b05200ea3dc470ee679f7415c12433e2ceb83a6b
883
882
2018-10-15T18:58:31Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[Cyber rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
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<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
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2019-07-24T20:28:59Z
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:*[[Slaves|Slaves of the Giants]]
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2019-10-28T10:06:28Z
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2020-01-22T07:24:06Z
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__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
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:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[BattleTech]]
:*[[Chaos|Project Chaos Reborn]]
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:*[[Earthdawn!|Earthdawn! (Action! Module)]]
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| featured_title = Campaigns
| featured_content =
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
===Page List===
{{Special:PrefixIndex/{{FULLPAGENAME}}/|stripprefix=1}}
1d5cd12354a3dfe9d1beefd842b1decc733c3fdb
199
198
2020-01-22T07:24:30Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[BattleTech]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
| featured_title = Campaigns
| featured_content =
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
1c89cb60c6bb10936f2445a604c54a61a276b73d
200
199
2020-01-26T13:07:00Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
{{MainTemplate
| welcome = Welcome to '''{{SITENAME}}!'''
| blurb =
| about_title = About this site
| about_content =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[BattleTech]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
| featured_title = Campaigns
| featured_content =
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
| didyouknow_title = Did you know...
| didyouknow_content =
*
| news_title = Featured
| news_content =
*
}}
6c3683e90b250f2b6813d29d71cbde1df3a4d7bf
Action!/Schtick/Sorcery/Blast
0
39
573
572
2019-04-22T18:03:17Z
Segmarian>Segmarian
0
/* Water */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Half EV progression).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 1 level.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
ff1a2edd87455d52615048f67d72b8ddb23c3e71
574
573
2019-10-22T05:54:41Z
Segmarian>Segmarian
0
/* Unholy, Necrotic, Holy */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Blast Damage by 1 level.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
4a52ca1a7818859abd57902895d1f00d179f027c
575
574
2019-10-22T05:58:34Z
Segmarian>Segmarian
0
/* Flaws */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Lasts until end of next Sequence.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
72162f0682d6990c61978cfb61b54ae95d578757
576
575
2019-10-22T05:59:49Z
Segmarian>Segmarian
0
/* Impairment */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
41c9cfaf704e4a868df21f94d1e22bc6bf5d58f0
577
576
2020-01-14T11:34:33Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<span class="toclimit-1">__TOC__</span>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
9b0975eb6970cd6e712a42e14f44e17c86db7f52
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2020-01-14T11:35:03Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<span class="toclimit-0">__TOC__</span>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
ba763ddbb17eaa56e388639bb134abf33387b46d
579
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2020-01-14T11:35:23Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-0">__TOC__</div>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
3f1e53200eca4e1a0d090f56ee0125b3ea142d21
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2020-01-14T11:36:33Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-1>__toc__</div>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-1">__toc__</div>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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Segmarian>Segmarian
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wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-2">__toc__</div>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-3">__toc__</div>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
8340f93dc129303376f93aa31d714285fc0d3c5d
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2020-01-14T15:08:32Z
Segmarian>Segmarian
0
/* Archmage Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Progression: Lower Margin needed (AV Progression), Retain 1 Outcome per 5 Margin (20), Raise Outcome retained (AV 2-5).
==== [[#ComboBlast|Combo Blast]] ====
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Cost: 2 Booster Schticks. <br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Increase Blast Range to LOS.
==== [[#Sorcerous Power|Sorcerous Power]] ====
Add 1 level to Damage of Blast.
==== [[#Unholy|Unholy]], [[#Necrotic|Necrotic]], [[#Holy|Holy]]====
Ignore up to 5 points of Toughness versus Holy, Living or Unholy/Undead, respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#UnHeal|UnHeal]] ====
Acts as the Healing Schtick against an undead target.
==== [[#Versatile|Versatile]] ====
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
cbf98f050bef13cc34e24da5ab21a09da0f1ae71
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2020-01-14T15:26:56Z
Segmarian>Segmarian
0
/* Booster Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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2020-01-14T15:30:41Z
Segmarian>Segmarian
0
/* Heal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness). Upgrade: +2 EV.
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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2020-01-14T15:31:28Z
Segmarian>Segmarian
0
/* Wondrous Heal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
cc2c3949510b5865180457616945e5d6ef193881
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2020-01-14T15:31:57Z
Segmarian>Segmarian
0
/* Wondrous Heal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Tier 1
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
ded9a36696c1f73cf10b0053c67a719f30dd2559
591
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2020-01-14T15:32:16Z
Segmarian>Segmarian
0
/* Heal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Tier 1<br>
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Tier 1
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
0faad8344f82a85b235cb452b64213a1adcc223d
592
591
2020-01-14T15:32:50Z
Segmarian>Segmarian
0
/* Overpower */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Tier 1<br>
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Tier 1
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Tier 3
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
96994ddb39bcc19a9cf6e53d181075339a047af6
593
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2020-01-14T15:33:18Z
Segmarian>Segmarian
0
/* Wondrous Heal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Tier 1<br>
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Tier 3
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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Segmarian>Segmarian
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/* Heal */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by 5 levels.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Tier 3
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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Segmarian>Segmarian
0
/* Damage */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Tier 3
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
c03e4b06018eeb72c0b60462f9f7dc9fb0e2c00a
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2020-01-14T15:34:23Z
Segmarian>Segmarian
0
/* Overpower */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power.
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
38154d32993a9f2181602346a385c32b162eab46
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2020-01-14T15:37:02Z
Segmarian>Segmarian
0
/* Damage */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Lose the same amount of Shots as Wounds.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
e71995e90b4741d1ea9e4ea42a883ab4551f34bd
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2020-01-14T15:39:39Z
Segmarian>Segmarian
0
/* Stun */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target. Upgradeable.
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
0fe57dfb23aacf442ab6528821f7c7bedd401cc0
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598
2020-01-14T15:40:38Z
Segmarian>Segmarian
0
/* Swarm */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill. Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
62ab09f0bf2201c8e5659a1f911b9852118d30d9
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2020-01-14T15:41:03Z
Segmarian>Segmarian
0
/* Chinese Holy Energy */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
a4304c694dfb0227f3bd0fad908992b61f419d25
601
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2020-01-14T18:52:45Z
Segmarian>Segmarian
0
/* Life, Necrotic, Holy, Unholy, #Disassemble */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Sorcerous Claws|Sorcerous Claws]] ====
Requires: [[Sorcery_(Action!)#Short Range|Short Range]].<br>
Blast only works in close combat, and may be only be used with one of Martial Arts, Creature Powers or Sorcery, chosen when the Flaw is chosen.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
fa1cda05018b73784e4ff415e5ca117a1f41fae3
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2020-01-14T19:12:54Z
Segmarian>Segmarian
0
/* Sorcerous Claws */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets doing Power+Power damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
562eb732eb8b89584cc4b34db6661b3acdea563c
603
602
2020-01-15T06:19:20Z
Segmarian>Segmarian
0
/* Archmage Blast */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Sorcery), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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2020-01-15T06:22:24Z
Segmarian>Segmarian
0
/* Death Touch */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Requires: Any 2 other Booster schticks.<br>
Tier 2<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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Segmarian>Segmarian
0
/* Power Nexus */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named. Upgrade: Area multiple.
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
84b3c6ceabf2b60d2ec8b9e2b33963273c7a1e5a
606
605
2020-01-25T09:19:51Z
Segmarian>Segmarian
0
/* Area */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
0ed1b0d7b55209ce57077305c09eb606b3b3beca
Action!/Schtick/Cyber
0
63
885
884
2019-12-06T07:28:30Z
Segmarian>Segmarian
0
/* Knucks */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Progression: (Normal Cyber).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
c4bc8d25b9e194492d785fb19b11e6dc7f8c5bc5
886
885
2019-12-06T07:36:40Z
Segmarian>Segmarian
0
/* RealSkin */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Stealth (Progression 1).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Progression: (Normal Cyber).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
df08856058c9513b88a5349b3786fbbb2ecb165a
887
886
2019-12-06T07:37:24Z
Segmarian>Segmarian
0
/* DefJam */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Stealth (Progression 1).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth (Progression 1).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
9575e6f54e6dab8a872ca8d50cfb00a39875c9bc
888
887
2019-12-06T07:38:19Z
Segmarian>Segmarian
0
/* RealSkin */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth (Progression 1).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
db3c1c2bd42820faf8f14e2609ae5c0790323fd5
889
888
2019-12-06T07:38:40Z
Segmarian>Segmarian
0
/* DefJam */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Adminirsters drugs and medicaments on order, too.<br>
'''Advancement:''' Medicine (Normal Cyber), Free Medicine Action (8), Medicine EV (Progression 2) .
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
44103a2c0f0d203265dc227a4eb874dfae63b638
890
889
2019-12-06T07:52:24Z
Segmarian>Segmarian
0
/* BioMonitor */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
be90ee1bfc69a95fc970dd27cdbb54162c4d2f5a
891
890
2019-12-06T07:53:28Z
Segmarian>Segmarian
0
/* Cyber Schticks */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Russian===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===European===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===African===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
d40a9fb4237117af142c90e3d6c76dd8ef9e318f
892
891
2020-01-22T09:12:49Z
Segmarian>Segmarian
0
/* Modifiers */
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
7e32338e1f9c9e8a6be199ad3b91d727e9b79412
Star Tribes!/Character
0
51
688
687
2020-02-08T14:42:50Z
Segmarian>Segmarian
0
/* Star Tribe bonuses */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Transformed Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
d6fadddc6d3e2e11be97937ac1f8bcb1f3dfba96
Action!/Schtick/Sorcery/Blast
0
39
607
606
2020-02-13T16:53:05Z
Segmarian>Segmarian
0
/* Booster Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
56140e442298847e80305a6a7fcd73db08867b0c
Star Tribes!/Culture
0
62
815
814
2020-02-20T09:26:59Z
Segmarian>Segmarian
0
Segmarian moved page [[Culture (Star Tribes!)]] to [[Star Tribes!/Culture]]
wikitext
text/x-wiki
[[Star Tribes!]]
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
f179222d19766e85caec3cf03cf74c9416601e15
816
815
2020-02-20T09:27:18Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
588d95de0d1d3182142d1ea2734c2a4447c0fffa
Star Tribes!/Character
0
51
689
688
2020-02-20T09:29:32Z
Segmarian>Segmarian
0
Segmarian moved page [[Character Creation (Star Tribes!)]] to [[Star Tribes!/Character]]
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Transformed Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
d6fadddc6d3e2e11be97937ac1f8bcb1f3dfba96
690
689
2020-02-20T15:13:16Z
Segmarian>Segmarian
0
/* Priest Congregations */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Transformed Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
83ce819710372b174b2522b7713e87cb47796f51
691
690
2020-02-20T15:13:47Z
Segmarian>Segmarian
0
/* The People */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Transformed Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, he becomes as one with his totem, and gains Transformation as per the Creature Powers schtick. In the transformed state, he can buy CPs as he wants. He can’t use any of the powers untransformed.
270c718ec757b1b7dfe9036258fb489d75b8734d
692
691
2020-02-20T15:15:04Z
Segmarian>Segmarian
0
/* WarPriest Convents */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Transformed Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Transformed Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, they become as one with their totem, and gain Transformation as per the Creature Powers Schtick. In the transformed state, they can buy Creature Powers as they want. They can’t use any of the Creature Powers untransformed.
7f51c8360895577eed1e50f1704fbcdb18fc610a
693
692
2020-02-20T15:15:34Z
Segmarian>Segmarian
0
/* Animal Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Transformed Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, they become as one with their totem, and gain Transformation as per the Creature Powers Schtick. In the transformed state, they can buy Creature Powers as they want. They can’t use any of the Creature Powers untransformed.
692caa24d869fa7e85cb397650806a003f5029f0
694
693
2020-02-20T15:15:52Z
Segmarian>Segmarian
0
/* The People */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
----
When someone gets a lot of Animal schticks, they become as one with their totem, and gain Transformation as per the Creature Powers Schtick. In the transformed state, they can buy Creature Powers as they want. They can’t use any of the Creature Powers untransformed.
38cf4d805b1c497890809e93cdb6a8ea563ba470
695
694
2020-02-20T21:16:20Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]]
[[Star Tribes!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
==Character points==
Characters are built on 30 points, divided into 5 parts.
* 6 '''[[Attributes (Action!)|Attribute]] points
* 6 '''[[Skills (Action!)|Skill]] points
* 6 '''[[Schticks (Action!)|Schtick]] points
* 6 '''[[Action!/Class/Advanced|Class]] points'''
* 6 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 10.<br>
Schticks may provide a bonus up to +10.<br>
Only Basic Class entries may be bought.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|11||10
|-
|16||11
|-
|23||12
|-
|30||13
|-
|37||14
|-
|44||15
|}
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural and Arcanowave schticks.
----
----
When someone gets a lot of Animal schticks, they become as one with their totem, and gain Transformation as per the Creature Powers Schtick. In the transformed state, they can buy Creature Powers as they want. They can’t use any of the Creature Powers untransformed.
f227654b8446a03d4008deb61db3cc01526b5cba
696
695
2020-02-20T22:20:30Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The despicable Aliens have their own
==Character points==
Characters are built on 90 points, divided into 5 parts.
* 6 '''[[Attributes (Action!)|Attribute]] points
* 6 '''[[Skills (Action!)|Skill]] points
* 6 '''[[Schticks (Action!)|Schtick]] points
* 6 '''[[Action!/Class/Advanced|Class]] points'''
* 6 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 10.<br>
Schticks may provide a bonus up to +10.<br>
Only Basic Class entries may be bought.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural Creature and Arcanowave schticks.
a08f24497d672372f3862e5902891d09474d992d
697
696
2020-02-20T22:22:04Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The despicable Aliens have their own
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 20 '''[[Attributes (Action!)|Attribute]] points
* 20 '''[[Skills (Action!)|Skill]] points
* 20 '''[[Schticks (Action!)|Schtick]] points
* 20 '''[[Action!/Class/Advanced|Class]] points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural Creature and Arcanowave schticks.
0e5e45e1e247a214690b88a0f454cee557f845f1
698
697
2020-02-20T22:22:38Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The despicable Aliens have their own
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 20 '''[[Attributes (Action!)|Attribute]] points
* 20 '''[[Skills (Action!)|Skill]] points
* 20 '''[[Schticks (Action!)|Schtick]] points
* 20 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural Creature and Arcanowave schticks.
9c6f6eacd561eaad8837793d6bffccba79510c4e
699
698
2020-02-20T22:24:36Z
Segmarian>Segmarian
0
/* Alien Hives */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 20 '''[[Attributes (Action!)|Attribute]] points
* 20 '''[[Skills (Action!)|Skill]] points
* 20 '''[[Schticks (Action!)|Schtick]] points
* 20 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural Creature and Arcanowave schticks.
f8086753ab8ae61f2699f80764a4b374e86170cc
700
699
2020-02-20T22:25:50Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 32 '''[[Attributes (Action!)|Attribute]] points
* 16 '''[[Skills (Action!)|Skill]] points
* 16 '''[[Schticks (Action!)|Schtick]] points
* 16 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The Way of the People.
====Gun Schticks====
The way of the Warrior.
====Fu Schticks====
The way of the WarPriest.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
Some of the Supernatural Creature and Arcanowave schticks.
272f3f529a059f41c850cf84290f2ddf20e8d67e
701
700
2020-02-20T22:40:14Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Fu]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 32 '''[[Attributes (Action!)|Attribute]] points
* 16 '''[[Skills (Action!)|Skill]] points
* 16 '''[[Schticks (Action!)|Schtick]] points
* 16 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
eb03f80b94778f19eeeb8ec927b42158ebb5b8d1
702
701
2020-02-20T22:40:43Z
Segmarian>Segmarian
0
/* WarPriest Convents */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Trait, and +2 to the Clan Trait. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 32 '''[[Attributes (Action!)|Attribute]] points
* 16 '''[[Skills (Action!)|Skill]] points
* 16 '''[[Schticks (Action!)|Schtick]] points
* 16 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
723ce1b605af81dfa9399f56afd32c258c11a363
703
702
2020-03-29T21:38:10Z
Segmarian>Segmarian
0
/* Star Tribe bonuses */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 32 '''[[Attributes (Action!)|Attribute]] points
* 16 '''[[Skills (Action!)|Skill]] points
* 16 '''[[Schticks (Action!)|Schtick]] points
* 16 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points*2/3) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||73|||13|||294|||20
|-
||1|||7|||96|||14|||337|||21
|-
||6|||8|||121|||15|||384|||22
|-
||13|||9|||150|||16|||433 |||23
|-
||24|||10|||181|||17|||486 |||24
|-
||37|||11|||216|||18|||541 |||25
|-
||54|||12|||253|||19|||600 |||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
e859ac8decd6bf0e8f3dcb50167504cf85b8c6f8
704
703
2020-03-29T21:59:00Z
Segmarian>Segmarian
0
/* Skill Max */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 32 '''[[Attributes (Action!)|Attribute]] points
* 16 '''[[Skills (Action!)|Skill]] points
* 16 '''[[Schticks (Action!)|Schtick]] points
* 16 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
70f3c37450cde97589e46380c5129e6e106526bc
705
704
2020-03-29T22:00:11Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 80 points, divided into 4 parts.
* 45 '''[[Attributes (Action!)|Attribute]] points
* 25 '''[[Skills (Action!)|Skill]] points
* 25 '''[[Schticks (Action!)|Schtick]] points
* 25 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
45f73dea50ed1cc84a1a98f43883d3e830b3fe87
Action!/Schtick/Animal
0
22
343
342
2020-02-20T18:46:32Z
Segmarian>Segmarian
0
/* Transformed Animals */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
65919474f8e9856ba8a70fa2db2825b323c46f1d
344
343
2020-02-20T18:48:36Z
Segmarian>Segmarian
0
/* Summmoning Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
d209a2fe31b0485bf8e18eea97ba290830368418
345
344
2020-02-20T18:50:48Z
Segmarian>Segmarian
0
/* Unstoppable Charge */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Charge 2<br>
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
df12e75b612ebe3dfb083a9095593c26001295a0
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2020-02-20T18:51:12Z
Segmarian>Segmarian
0
/* Furious Charge */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Charge 2<br>
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
edea0585255340c9444ebed0470e2d3faf8d3427
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2020-02-20T18:51:39Z
Segmarian>Segmarian
0
/* Deft Charge */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Charge 2<br>
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
c257d9b2f211e421acedac3c7c646fe4267e0d51
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Segmarian>Segmarian
0
/* Inherent Charge */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Add [Focus x 2] to your Move.
===Unstoppable Charge===
Charge 2<br>
Full Move: Ignore any cover or rough terrain. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
35be23391bdd14cf3cc716d110dbb007116dff51
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2020-02-20T18:54:33Z
Segmarian>Segmarian
0
/* Charge */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
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2020-02-20T19:32:14Z
Segmarian>Segmarian
0
/* Transformed Animals */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge,
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
7edcd5b1829b05badee1b55ccb25776b1fc0b91b
351
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2020-02-20T19:38:55Z
Segmarian>Segmarian
0
/* Transformed Animals */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.
==Common Powers==
No prereqs.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may buy 5 extra Creature Schticks (based on Focus) in this form for 1 point each.Progression 5.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence. Progression 1.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
===Versatile===
1 shock point: Add 1 to any Skill AV until you have Full Shock points at end of Sequence. Progression 5.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Progression 1.
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.
Progression 1/2.
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Progression 2.
===Invincible Armor===
Armor 4<br>
Armor: Gain Soak Diminish 1.
Progression 25 (5p / Diminish up to 5).
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Creature Powers] versus [Martial Arts] that does [Strength+Focus] Damage.
Progression 1 (first used).
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Progression 1/2.
===Vital Bite===
Bite 4<br>
Bite, Focus: Bite gains Augment 1. Regain up to 5 Shock points of Shock points dealt.
Progression 25, Progression 1 for Shock points.
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.
Progression 10, Progression 25.
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is EV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Progression 1.
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for EV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Extra multiples of Focus cost 2 points, Remove Shock point cost 5 points.
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
23843fd7dcf31446750c9e268ad55787f3805802
352
351
2020-02-20T22:15:20Z
Segmarian>Segmarian
0
/* Transformed Animal Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Add [Focus/2] to EV multiplier of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
fe8ff502ddd4ebf561a4f846c831fd059d2e956d
353
352
2020-02-20T22:19:00Z
Segmarian>Segmarian
0
/* Akashic Soul */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, or Focus hours.
[[Category:Action!]][[Category:Schtick]]
3e79793653f7b9d1435c83c120ae862c50a649ed
354
353
2020-02-20T22:19:59Z
Segmarian>Segmarian
0
/* Wise Eye */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Stamina+Focus]+2 Damage. 4
===Poisonous Sting===
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [EV x 3] Sequences.
===Fast Sting===
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting: Sting causes Knockdown on hit.
===Soul Sting===
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
21202b7e0df085321d61378dab63231a0404ff95
355
354
2020-02-20T22:46:33Z
Segmarian>Segmarian
0
/* Sting */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Creature Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
94df22cb1a92267f6642cb71029945218b23d156
Action!/Schtick/Cyber
0
63
893
892
2020-03-19T09:35:40Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
*[[Cyber!]]
Cyberware is a special case of schtick, depending on the campaign option used.
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources.
*Option 3: Schticks cost Resources and XP.
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
<br>
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
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2020-03-19T10:23:03Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
==Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
==Headware==
|Grades|Ess|Cost Multiplier|Avail Mod|Cost Multiplier
|Standard|*1.0|-|*1||||
|Alphaware|*0.8|+2|*1.2||||
|Betaware|*0.7|+4|*1.5||||
|Deltaware|*0.5|+8|*2.5||||
|Used|*1.25|-4|*0.75||||
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
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2020-03-19T10:24:26Z
Segmarian>Segmarian
0
/* Headware */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
==Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
==Headware==
{|class="wikitable"
|Grades|Ess|Cost Multiplier|Avail Mod|Cost Multiplier
|-
|Standard|
*1.0
|-
|*1
|
|
|-
|Alphaware|
*0.8
|+2
|*1.2
|
|
|-
|Betaware|*0.7|+4|*1.5||
|-
|Deltaware|*0.5|+8|*2.5||
|-
|Used|*1.25|-4|*0.75||
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
a364379f682285c658ab5cfc28d1868b624f564b
896
895
2020-03-19T10:31:23Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
==Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||*1.0||-||*1
|-
|Alphaware||*0.8||+2||*1.2
|-
|Betaware||*0.7||+4||*1.5
|-
|Deltaware||*0.5||+8||*2.5
|-
|Used||*1.25||-4||*0.75
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
===Bioware===
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkski|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
91b4b0e0e9825d4b52486c9ca60ec08f99258de8
897
896
2020-03-19T10:50:17Z
Segmarian>Segmarian
0
/* =Cyberpunk Resource system */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||*1.0||-||*1
|-
|Alphaware||*0.8||+2||*1.2
|-
|Betaware||*0.7||+4||*1.5
|-
|Deltaware||*0.5||+8||*2.5
|-
|Used||*1.25||-4||*0.75
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
===Bioware===
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkski|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
0678d277da0714bc5b6dc002d8d45fd1eab242d8
898
897
2020-03-19T11:31:35Z
Segmarian>Segmarian
0
/* Shadowrun */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
===Bioware===
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkski|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
12b4899caf7cd141e3cf0fa22e6122b8f9306826
899
898
2020-03-19T11:31:58Z
Segmarian>Segmarian
0
/* Shadowrun */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
===Bioware===
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkski|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
56381397a20027a7301040944b328db5516d4deb
900
899
2020-03-19T11:40:49Z
Segmarian>Segmarian
0
/* Bioware */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkski|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
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Segmarian>Segmarian
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wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced 10+10.
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
9cdd76698b7e63e8811c1471bac8b13515502689
902
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2020-03-19T11:49:21Z
Segmarian>Segmarian
0
/* Damaged/No maintenance */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
1/10 to stop working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
a26816644424abdcd8b918797d49eea9f7b9bbd4
903
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2020-03-19T11:56:42Z
Segmarian>Segmarian
0
/* Cyber Schticks */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
Rolling a Double: Cyberware stops working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
====Prototype====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Unique Flaw.
====Cutting Edge====
Tier 2<br>
Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.
====Orbital====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Expensive Flaw.
====Dark====
Tier 2<br>
Increases SchtickMax by 1. Schtick comes with Hunted Flaw.
====Nihon go====
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
bd8ddd644c6a387d06f59c414ef425f3239c649c
904
903
2020-03-19T12:01:14Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
<div class="mw-collapsible">
==Cyberware==
<div class="mw-collapsible-content">
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
</div></div>
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
Rolling a Double: Cyberware stops working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
====Prototype====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Unique Flaw.
====Cutting Edge====
Tier 2<br>
Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.
====Orbital====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Expensive Flaw.
====Dark====
Tier 2<br>
Increases SchtickMax by 1. Schtick comes with Hunted Flaw.
====Nihon go====
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
48c75a96aae52208650fafaf2e02c467220a5299
905
904
2020-03-19T12:01:50Z
Segmarian>Segmarian
0
/* Shadowrun */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
=Shadowrun=
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
<div class="mw-collapsible mw-collapsed">
==Cyberware==
<div class="mw-collapsible-content">
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
</div></div>
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
Rolling a Double: Cyberware stops working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
====Prototype====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Unique Flaw.
====Cutting Edge====
Tier 2<br>
Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.
====Orbital====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Expensive Flaw.
====Dark====
Tier 2<br>
Increases SchtickMax by 1. Schtick comes with Hunted Flaw.
====Nihon go====
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
47d13c26331f3fe8951cf3d152d2b2e23ba69d1a
906
905
2020-03-19T12:02:29Z
Segmarian>Segmarian
0
/* Shadowrun */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The preferred currency is Nuyen (¥), which are gained through the Resources attribute. 0.1 ¥ per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
<div class="mw-collapsible mw-collapsed">
=Shadowrun=
<div class="mw-collapsible-content">
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
</div></div>
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
Rolling a Double: Cyberware stops working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
====Prototype====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Unique Flaw.
====Cutting Edge====
Tier 2<br>
Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.
====Orbital====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Expensive Flaw.
====Dark====
Tier 2<br>
Increases SchtickMax by 1. Schtick comes with Hunted Flaw.
====Nihon go====
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
50c68e4dc5e3be510362a4a5f77a3ae4b094c9f3
907
906
2020-03-19T12:06:29Z
Segmarian>Segmarian
0
/* Cyberpunk Resource system */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The Preferred Currency (PC) is Nuyen (¥), Eurobucks (€), Orbital Credits(¢) or some other fictional currency, which are gained through the Resources attribute. 0.1 PC per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
<div class="mw-collapsible mw-collapsed">
=Shadowrun=
<div class="mw-collapsible-content">
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
</div></div>
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
Rolling a Double: Cyberware stops working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
====Prototype====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Unique Flaw.
====Cutting Edge====
Tier 2<br>
Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.
====Orbital====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Expensive Flaw.
====Dark====
Tier 2<br>
Increases SchtickMax by 1. Schtick comes with Hunted Flaw.
====Nihon go====
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
fa57c2e2bfe4e46e87ca96c6c5a1cca41e88b876
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907
2020-03-19T12:13:40Z
Segmarian>Segmarian
0
/* Nihon go */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The Preferred Currency (PC) is Nuyen (¥), Eurobucks (€), Orbital Credits(¢) or some other fictional currency, which are gained through the Resources attribute. 0.1 PC per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
<div class="mw-collapsible mw-collapsed">
=Shadowrun=
<div class="mw-collapsible-content">
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
</div></div>
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
Rolling a Double: Cyberware stops working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
====Prototype====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Unique Flaw.
====Cutting Edge====
Tier 2<br>
Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.
====Orbital====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Expensive Flaw.
====Dark====
Tier 2<br>
Increases SchtickMax by 1. Schtick comes with Hunted Flaw.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
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2020-03-19T12:14:37Z
Segmarian>Segmarian
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/* Dark */
wikitext
text/x-wiki
<noinclude>
*[[Cyber!]] - Central jump-off point for a cyberpunk campaign
=Cyberware costs=
To get the Cyberpunk feel, cyberware really should only cost Resources, which makes it necessary to build a system that allows you receive Resources as XP.
=Cyberpunk Resource system=
The Preferred Currency (PC) is Nuyen (¥), Eurobucks (€), Orbital Credits(¢) or some other fictional currency, which are gained through the Resources attribute. 0.1 PC per point of Resources per month.
===Other options===
*Option 1: Schticks cost XP.
*Option 2: Schticks cost Resources and XP.
<div class="mw-collapsible mw-collapsed">
=Shadowrun=
<div class="mw-collapsible-content">
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Standard||x1.0||-||x1
|-
|Alphaware||x0.8||+2||x1.2
|-
|Betaware||x0.7||+4||x1.5
|-
|Deltaware||x0.5||+8||x2.5
|-
|Used||x1.25||-4||x0.75
|}
=====Future Tech=====
{|class="wikitable"
|Grades||Ess Cost Multiplier||Avail Mod||Cost Multiplier
|-
|Gamma||x0.4|| +12||x5
|}
==Cyberware==
{| class="sortable wikitable" style="text-align:center;"
!Part!!Device!!Essence!!Capacity!!Avail!!Cost!!Source
<!-- Headware -->
{{SR5:Cyberware Row|Part=Head|Device=Commlink
|Essence=0.2|Capacity=[2]|Cost=Commlink + 2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R1
|Essence=1|Avail=5R|Cost=43,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R2
|Essence=2|Avail=10R|Cost=97,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Control Rig R3
|Essence=3|Avail=15R|Cost=208,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Kink)
|Capacity=[1]|Avail=12F|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Microbomb)
|Capacity=[2]|Avail=16F|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cortex Bomb (Area Bomb)
|Capacity=[3]|Avail=20F|Cost=40,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Cyberdeck
|Essence=0.4|Capacity=[4]|Avail=5R|Cost=Deck Cost + 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Datajack
|Essence=0.1|Avail=2|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Data Lock (R 1-12)
|Essence=0.1|Avail=Rating * 2|Cost=Rating * 1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Olfactory Booster (R 1-6)
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Simrig
|Essence=0.2|Avail=12R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Skilljack (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Taste Booster
|Essence=0.2|Avail=Rating * 3|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Tooth Compartment
|Avail=8|Cost=800
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Ultrasound Sensor (R 1-6)
|Essence=0.25|Capacity=[2]|Avail=10|Cost=Rating * 12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Modulator (R 1-6)
|Essence=0.2|Avail=Rating * 3F|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Head|Device=Attention Coprocessor|Essence=0.2|Capacity=[1]|Avail=8|Cost=3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Chipjack (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2 |Cost=(Rating) x1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Dream Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=False Face|Essence=0.5|Capacity=[8]|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Knowledge Hardwires (1-6)|Essence=Rating x 0.05|Avail=Rating |Cost=Rating x2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Math SPU|Essence=0.1|Capacity=[1]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Orientation System|Essence=0.2|Capacity=[1]|Avail=4|Cost=0,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Radar Sensor (1-4)|Essence=Rating x 0.25|Capacity=[Rating]|Avail=Rating x 3|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Synthlink|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Visualizer|Essence=0.1|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Head|Device=Voice Mask|Essence=0.1|Avail=8F|Cost=2,000|Source={{CF}}}}
<!-- Eyeware -->
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R1
|Essence=0.2|Capacity=4|Avail=3|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R2
|Essence=0.3|Capacity=8|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R3
|Essence=0.4|Capacity=12|Avail=9|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Cybereyes R4
|Essence=0.5|Capacity=16|Avail=12|Cost=14,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Flare Compensation
|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Image Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Low-Light Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Ocular Drone
|Capacity=[6]|Avail=6|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Retinal Duplication (R 1-6)
|Essence=0.1|Capacity=[1]|Avail=16F|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Smartlink
|Essence=0.2|Capacity=[3]|Avail=8R|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Thermographic Vision
|Essence=0.1|Capacity=[2]|Avail=4|Cost=1,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Vision Magnification
|Essence=0.1|Capacity=[2]|Avail=4|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Eye|Device=Additional Eye Mount|Essence=0.2|Capacity=[2]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye-light System|Essence=0.1|Capacity=[2]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Eye Protectors|Essence=0.1|Capacity=[2]|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Microscopic Lenses|Essence=0.2|Capacity=[3]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Spider Eyes|Essence=0.2|Capacity=2|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser|Essence=0.2|Capacity=[4]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Eye|Device=Targeting Laser (Infrared)|Essence=0.2|Capacity=[4]|Avail=6|Cost=1,250|Source={{CF}}}}
<!-- Earware -->
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R1
|Essence=0.2|Capacity=4|Avail=3|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R2
|Essence=0.3|Capacity=8|Avail=6|Cost=4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R3
|Essence=0.4|Capacity=12|Avail=9|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Cyberears R4
|Essence=0.5|Capacity=16|Avail=12|Cost=11,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Enhancement (R 1-3)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Balance Augmenter
|Essence=0.1|Capacity=[4]|Avail=8|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Damper
|Essence=0.1|Capacity=[1]|Avail=6|Cost=2,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Select Sound Filter (R 1-6)
|Essence=0.1|Capacity=[Rating]|Avail=Rating * 3|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Sound Link
|Essence=0.1|Capacity=*|Avail=4|Cost=1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Spatial Recognizer
|Essence=0.1|Capacity=[2]|Avail=8|Cost=4,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Ear|Device=Antennae|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Audio Analyzer|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Ear Protectors|Essence=0.05|Capacity=[1]|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Increased Spectrum|Essence=0.1|Capacity=[1]|Avail=6|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Modular Mount|Essence=0.1|Capacity=[1]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Ear|Device=Translat-Ear|Essence=0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 2,000|Source={{CF}}}}
<!-- Body -->
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Plastic)
|Essence=0.5|Avail=8R|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bone Lacing (Aluminum)
|Essence=1|Avail=12R|Cost=18,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Bond Lacing (Titanium)
|Essence=1.5|Avail=16R|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Dermal Plating (R 1-6)
|Essence=Rating * 0.5|Avail=(Rating * 4)R|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Fingertip Compartment
|Essence=0.1|Capacity=[1]|Avail=4|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Grapple Gun
|Essence=0.5|Capacity=[4]|Avail=8|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Air Tank (R 1-3)
|Essence=0.25|Capacity=[3]|Avail=Rating|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Muscle Replacement (R 1-4)
|Essence=Rating|Avail=(Rating * 5)R|Cost=Rating * 25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Reaction Enhancers (R 1-3)
|Essence=Rating * 0.3|Avail=(Rating * 5)R|Cost=Rating * 13,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Skillwires (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Smuggling Compartment
|Essence=0.2|Capacity=[2]|Avail=6|Cost=7,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R1
|Essence=2|Avail=8R|Cost=39,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R2
|Essence=3|Avail=12R|Cost=149,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Wired Reflexes R3
|Essence=5|Avail=20R|Cost=217,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Body|Device=Active Hardwires|Essence=Rating x 0.05|Avail=Rating x 2|Cost=Rating x 4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Auto-injector|Essence=0.05|Avail=2|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Reusable (1 Dose)|Essence=0.05|Avail=2|Cost=500|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Expanded Reservoir (+5 Doses)|Essence=0.05|Avail=4|Cost=250|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Killswitch|Essence=0.05|Avail=8F|Cost=750|CostNote= + contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Balance Tail|Essence=0.25|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biomonitor|Essence=0.1|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Biowaste Storage|Essence=Rating x 0.1|Capacity=[Rating]|Avail=8|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant|Essence=0.05|Avail=2|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Breast Implant 2.0|Essence=0.1|Capacity=[1]|Avail=4|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Casemod|Avail=4|Cost=50-10,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cosmetic Surgery|Essence=0.1|Avail=2|Cost=100-20,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyberfins|Essence=0.05|Capacity=[1]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cyber Genitalia|Essence=0.25|Capacity=[1]|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Cybersafety|Capacity=[1]|Avail=4|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Fiberoptic Hair|Essence=0.1|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Flex Hand|Essence=0.15|Avail=8|Cost=1,500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Foot Anchor|Essence=0.25|Capacity=[3]|Avail=10|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Gastric Neurostimulator|Essence=0.2|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Internal Router|Essence=0.7|Avail=4|Cost=15,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Small)|Essence=0.05|Capacity=[1]|Cost=100|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Medium)|Essence=0.1|Capacity=[2]|Avail=4|Cost=500|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=LED Tattoo (Large)|Essence=0.2|Capacity=[4]|Avail=8|Cost=1,000|CostNote=+|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Magnetic System|Essence=0.25|Capacity=[2]|Avail=8|Cost=1,000|CostNote=+contents|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Metatype Reduction|Essence=0.3|Avail=4|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R1)|Essence=3.0|Avail=12F|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R2)|Essence=4.0|Avail=18F|Cost=125,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Move-by-Wire (R3)|Essence=5.0|Avail=24F|Cost=205,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Nutrition Storage System|Essence=Rating x 0.1|Capacity=[Rating]|Avail=4|Cost=Rating x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Oxsys Cybergill|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Retractable Climbing Claws|Essence=0.2|Capacity=[2]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Skin Toner|Essence=0.5|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Chameleon Processor|Essence=0.3|Capacity=[2]|Avail=12R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Smart Articulation|Essence=0.5|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Steamers|Essence=0.1|Capacity=[1]|Avail=4|Cost=500|CostNote= (+contents)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Body|Device=Touch Link|Essence=0.1|Avail=8|Cost=1,000|Source={{CF}}}}
<!-- Limb -->
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Arm
|Essence=1|Capacity=15|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Full Leg
|Essence=1|Capacity=20|Avail=4|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Hand/Foot
|Essence=0.25|Capacity=4|Avail=2|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Arm
|Essence=0.45|Capacity=10|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Lower Leg
|Essence=0.45|Capacity=12|Avail=4|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Torso
|Essence=1.5|Capacity=10|Avail=12|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Obvious Skull
|Essence=0.75|Capacity=4|Avail=16|Cost=10,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Arm
|Essence=1|Capacity=8|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Full Leg
|Essence=1|Capacity=10|Avail=4|Cost=20,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Hand/Foot
|Essence=0.25|Capacity=2|Avail=2|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Arm
|Essence=0.45|Capacity=5|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Lower Leg
|Essence=0.45|Capacity=6|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Torso
|Essence=1.5|Capacity=5|Avail=12|Cost=25,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Synthetic Skull
|Essence=0.75|Capacity=2|Avail=16|Cost=15,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Hand/Foot|Cost=20|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Partial Arm/Leg|Cost=100|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb|Device=Primitive Full Arm/Leg|Cost=250|Source={{CF}}}}
<!-- Limb Enhancements -->
{{SR5:Cyberware Row|Part=Limb|Device=Agility (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Armor (R 1-3)
|Capacity=Rating|Avail=Rating * 5|Cost=Rating * 3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb|Device=Strength (R 1-3)
|Capacity=Rating|Avail=(Rating * 3)R|Cost=Rating * 6,500
|Source=Core}}
<!-- Limb Accessories -->
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Gyromount
|Capacity=[8]|Avail=12F|Cost=6,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberarm Slide
|Capacity=[3]|Avail=12R|Cost=3,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyber Holster
|Capacity=[5]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Hydraulic Jacks (R 1-6)
|Capacity=[Rating]|Avail=9|Cost=Rating * 2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Large Smuggling Compartment
|Capacity=[5]|Avail=6|Cost=8,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Medkit|Essence=0.45|Capacity=[10]|Avail=8|Cost=1,000|CostNote= (+ medkit)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Built-In Toolkit|Essence=0.45|Capacity=[10]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Bulk Modification (1-6)|Capacity=+ (Rating)|Avail=+(Rating)|Cost=(Rating) x 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberfingers|Essence=0.05|Capacity=[1]|Avail=2|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlight|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlighter|Essence=0.05|Capacity=[1]|Avail=4|Cost=550|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Grenade|Essence=0.05|Capacity=[1]|Avail=(Grenade) +4|Cost=(Grenade) + 500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Finger Pistol|Essence=0.05|Capacity=[1]|Avail=8R|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Cyberlimb Optimization|Capacity=[2]|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Digigrade Legs|Essence=(Leg) + 0.25|Capacity=[4]|Avail=(Leg) +4|Cost=(Leg) + 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Grapple Hand|Essence=0.45|Capacity=[10]|Avail=12R|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Improved Synthskin (1-4)|Capacity=[(Rating) X 2]|Avail=(Rating) X 4|Cost=(Rating) x 5,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Centaur)|Essence=3.0|Capacity=80|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Wheeled)|Essence=2.5|Capacity=40|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Tank)|Essence=3.0|Capacity=60|Avail=12R|Cost=50,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Liminal Body (Monkey Foot)|Essence=0.3|Capacity=[2]|Avail=8|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Wrist/Ankle)|Essence=0.1|Capacity=[5]|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Elbow/Knee)|Essence=0.2|Capacity=[10]|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Connector (Shoulder/Hip)|Essence=0.3|Avail=12|Cost=6,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Hand/Foot)|Essence=0.25|Capacity=(Limb) —1|Avail=(Limb) +2|Cost=(Limb) + 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Partial Arm/Leg)|Essence=0.45|Capacity=(Limb) —2|Avail=(Limb) +2|Cost=(Limb) + 2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Modular Limb (Full Arm/Leg)|Essence=1|Capacity=(Limb) —3|Avail=(Limb) +2|Cost=(Limb) + 3,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Partial Cyberskull|Essence=0.4|Capacity=4|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Raptor Foot|Essence=0.5|Capacity=[4]|Avail=8R|Cost=8,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skates|Capacity=[2]|Avail=4|Cost=250|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Skimmers|Capacity=[4]|Avail=8|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Snake Fingers|Capacity=[2]|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Telescopic Limbs (1-2)|Capacity=[Rating] x 3|Avail=(Rating) x 4|Cost=(Rating) x 1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Water Jet|Capacity=[4]|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Limb Accessories|Device=Remote Cyberhand|Essence=0.25|Capacity=[5]|Avail=8|Cost=8,000|Source={{R5}}}}
<!-- Weapon -->
{{SR5:Cyberware Row|Part=Weapon|Device=Hold-Out Pistol
|Essence=0.1|Capacity=[2]|Avail=8R|Cost=2,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Light Pistol
|Essence=0.25|Capacity=[4]|Avail=10R|Cost=3,900
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Machine Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=3,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Heavy Pistol
|Essence=0.5|Capacity=[6]|Avail=12R|Cost=4,300
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Submachine Gun
|Essence=1|Capacity=[8]|Avail=12R|Cost=4,800
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shotgun
|Essence=1.25|Capacity=[10]|Avail=12R|Cost=8,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Grenade Launcher
|Essence=1.5|Capacity=[15]|Avail=20F|Cost=30,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=External Clip Port
|Essence=0.1|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Laser Sight
|Capacity=[1]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Silencer/Suppressor
|Capacity=[2]|Cost=+1,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extreme Cyber-Implant|Essence=0.5|Capacity=[5]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Fangs (Pair)|Essence=0.1|Capacity=[1]|Avail=6|Cost=200|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Retractable|Essence=0.15|Capacity=[2]|Avail=8|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Flametosser|Essence=1.0|Capacity=[8]|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Extra Fuel (5 Shots)|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Junkyard Jaw|Essence=0.75|Capacity=[6]|Avail=8F|Cost=2,000|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Oral Slasher|Essence=0.25|Capacity=[3]|Avail=12R|Cost=750|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Weapon Launcher|Essence=0.2|Capacity=[2]|Avail=12F|Cost=500|CostNote=(added to weapon cost)|Source={{CF}}}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Blade (Retractable)
|Essence=0.25|Capacity=[2]|Avail=10F|Cost=2,500
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Hand Razors (Retractable)
|Essence=0.2|Capacity=[2]|Avail=8F|Cost=1,250
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Spurs (Retractable)
|Essence=0.3|Capacity=[3]|Avail=12F|Cost=5,000
|Source=Core}}
{{SR5:Cyberware Row|Part=Weapon|Device=Shock Hand
|Essence=0.25|Capacity=[4]|Avail=8R|Cost=5,000
|Source=Core}}
|}
==Bioware==
{| class="sortable wikitable" style="text-align:center;"
!Type!!Device!!Essence!!Avail!!Cost!!Source
<!-- Basic -->
{{SR5:Bioware Row|Type=Basic|Device=Adrenaline Pump (R 1-3)
|Essence=Rating * 0.75|Avail=(Rating * 6)F|Cost=Rating * 55,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Bone Density Augmentation (R 1-4)
|Essence=Rating * 0.3|Avail=Rating * 4|Cost=Rating * 5,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Cat's Eye
|Essence=0.1|Avail=4|Cost=4,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Enhanced Articulation
|Essence=0.3|Avail=12|Cost=24,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Augmentation (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Muscle Toner (R 1-4)
|Essence=Rating * 0.2|Avail=(Rating * 5)R|Cost=Rating * 32,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Orthoskin (R 1-4)
|Essence=Rating * 0.25|Avail=(Rating * 4)R|Cost=Rating * 6,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Pathogenic Defense (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 2|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Platelet Factories
|Essence=0.2|Avail=12|Cost=17,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Skin Pocket
|Essence=0.1|Avail=4|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Suprathyroid Gland
|Essence=0.7|Avail=20R|Cost=140,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Symbiotes (R 1-4)
|Essence=Rating * 0.2|Avail=Rating * 5|Cost=Rating * 3,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Synthacardium (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 4|Cost=Rating * 30,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Pheromones (R 1-3)
|Essence=Rating * 0.2|Avail=(Rating * 4)R|Cost=31,000
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Toxin Extractor (R 1-6)
|Essence=Rating * 0.2|Avail=Rating * 3|Cost=Rating * 4,800
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Tracheal Filter (R 1-6)
|Essence=Rating * 0.1|Avail=Rating * 3|Cost=Rating * 4,500
|Source=Core}}
{{SR5:Bioware Row|Type=Basic|Device=Amplified Immune System (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 7|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Chemical Gland|Essence=0.1|Avail=12R (or chemical)|Cost=20,000|CostNote= + (100X Chemical)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Exhalation Spray|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spit|Essence=0.1|Avail=12R|Cost=6,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Weapon Reservoir|Essence=0.1|Avail=12F|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Reservoir|Essence=0.1|Avail=12|Cost=2,000|CostNote= + (cost of compound x 4)|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Elastic Joints|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Expanded Volume (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Gills|Essence=0.2|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hand And Foot Webbing|Essence=0.05|Avail=8|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Enhancement|Essence=0.1|Avail=4|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Hearing Expansion|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Joint Replacement|Essence=0.05|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nephritic Screen (1-6)|Essence=(Rating) x 0.05|Avail=(Rating) x 2|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Nictitating Membrane|Essence=0.05|Avail=6|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Finger/Toe|Avail=2|Cost=1,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Hand/Foot|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Partial Arm/Leg|Essence=0.2|Avail=6|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Replacement Full Arm/Leg|Essence=0.4|Avail=8|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spidersilk Gland|Essence=0.3|Avail=10|Cost=35,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Spinal Re-alignment|Essence=0.1|Avail=8|Cost=4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tactile Sensitivity|Essence=0.1|Avail=12|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail|Essence=0.25|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tail (prehensile)|Essence=0.5|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Tailored Critter Pheromones (1-3)|Essence=(Rating) X 0.1|Avail=(Rating) X 4|Cost=(Rating) x 2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Troll Eyes|Essence=0.2|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Enhancer|Essence=0.1|Avail=8|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Vocal Range Expander|Essence=0.2|Avail=12R|Cost=30,000|Source={{CF}}}}
<!-- Orthoskin Upgrades -->
{{SR5:Bioware Row|Type=Basic|Device=Chemical Repulsion|Essence=0.25|Avail=12R|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Dragon Hide|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Electroshock|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Insulation|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Penguin Blubber|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sealskin|Essence=0.1|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Basic|Device=Sharkskin|Essence=0.25|Avail=8|Cost=8,000|Source={{CF}}}}
<!-- Cultured -->
{{SR5:Bioware Row|Type=Cultured|Device=Cerebral Booster (R 1-3)
|Essence=Rating * 0.2|Avail=Rating * 6|Cost=Rating * 31,500
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Damage Compensators (R 1-12)
|Essence=Rating * 0.1|Avail=(Rating * 3)F|Cost=Rating * 2,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Mnemonic Enhancer (R 1-3)
|Essence=Rating * 0.1|Avail=Rating * 5|Cost=Rating * 9,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Pain Editor
|Essence=0.3|Avail=18F|Cost=48,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Reflex Recorder (Skill)
|Essence=0.1|Avail=10|Cost=14,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Sleep Regulator
|Essence=0.1|Avail=6|Cost=12,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Synaptic Booster (R 1-3)
|Essence=Rating * 0.5|Avail=(Rating * 6)R|Cost=Rating * 95,000
|Source=Core}}
{{SR5:Bioware Row|Type=Cultured|Device=Boosted Reflexes|Essence=1.0|Avail=8R|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Cerebellum Booster (1-2)|Essence=(Rating) x 0.2|Avail=(Rating) x 8|Cost=(Rating) x 50,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Knowledge Infusion|Essence=0.1|Avail=12|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement|Essence=0.2|Avail=6|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Finger/Toe|Avail=4|Cost=2,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Hand/Foot|Avail=8|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Half Arm/Leg|Avail=12|Cost=40,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Limb Replacement Full Arm/Leg|Avail=12|Cost=80,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Neuro-Retention Enhance|Essence=0.1|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reception Enhancer|Essence=0.2|Avail=4|Cost=10,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Male)|Essence=0.1|Avail=8|Cost=8,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Reproductive Replacement (Female)|Essence=0.3|Avail=4|Cost=20,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Trauma Damper (1-4)|Essence=(Rating) x 0.1|Avail=(Rating) x 4R|Cost=(Rating) x 4,000|Source={{CF}}}}
{{SR5:Bioware Row|Type=Cultured|Device=Tremor Reducer (1-3)|Essence=(Rating) x 0.1|Avail=(Rating) x 6|Cost=(Rating) x 10,000|Source={{CF}}}}
|}
</div></div>
Cyber may be used to enhance attributes and skills or acquire new abilities.<br>
== Modifiers ==
===Ruskiye===
====Heavy Duty====
Remove the lowest level, add a level on top.
====Easy to Repair, Easy to Modify====
Can be tweaked to gain side effects and bonuses. Half repair time.
====Obvious====
====Mass-produced====
Half cost.
===Nihon no===
====Advanced====
All effects are enhanced one step.
====Slick====
====Pricy====
Double cost.
====Not Available====
Often only available through a Cyber Researcher or corporation.
===Européen===
====Slick====
====Bioware====
As nanoware, only 1 category better. (increase all bonuses one step)
====Expensive====
x1,5 Cost.
===Mwafrica===
====Bioware Only====
As nanoware, only 1 category better. (increase all bonuses one step)
====Obvious====
Noticeable.
====Homegrown====
Half Cost.
====Side Effects====
All schticks have a side effect that cannot be removed. The side effect costs 1/2 the normal cost of the schtick. Common Side effects are Extra Food (1-10), Extra Water (1-10) and Sun dependency (2-20).
===American===
====Mass Produced====
Half Cost.
====Unreliable====
Fail on Doubles. Botch on Double-1.
== Cyber Psychosis ==
All cyber carries with it the risk of self-induced or externally inflicted cyber psychosis. Every time the character rolls a snake eyes or a botch, check for cyber psychosis. Roll Focus or Interaction/Willpower against a Difficulty equal to the total number of enhancements installed. If the roll fails cyber psychosis is induced. Different Cyber psychoses should be discussed with and approved by the GM, but as a guideline are much like Cinematic Wounds that last a scene.
</noinclude>
== Cyber Schticks ==
===Common Flaws===
====Damaged/No maintenance====
Rolling a Double: Cyberware stops working until serviced (Diff 10+10).
====Glitched====
All double-1s autofail.
====Prototype====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Unique Flaw.
====Cutting Edge====
Tier 2<br>
Increases SchtickMax by 1. Schtick now comes with the Watched Flaw.
====Orbital====
Tier 2<br>
Increases SchtickMax by 1. Schtick now has the Expensive Flaw.
====Dark====
Tier 1<br>
Increases SchtickMax by 1. Schtick comes with 1p Hunted Flaw.
====Black====
Tier 1<br>
Increases SchtickMax by 1. Schtick comes with 1p Hunted Flaw.
== Level 0 Cyber ==
This Cyberware costs 1p or Resources 6 to install.
==== '''RealSkin''' ====
''Other treatments include RealHair and RealNails.''<br>
Makes a single cybernetic enhancement harder to detect using the naked eye (+8 Difficulty).<br>
Advancement: Visual Stealth on Cyber (Progression 1/2).
==== '''DefJam''' ====
''A Jamming treatment of your CyberBrain? No problem! We here at DefTech® solve any delicate problem you might have with the utmost discretion.'' <br>
Makes a single cybernetic enhancement harder to detect using sensors (+8 Difficulty).<br>
Advancement: Sensor Stealth on Cyber (Progression 1/2).
== Level 1 Cyber ==
==== '''BioMonitor''' ====
Cost 2<br>
Medicine 10. Administers drugs and medicaments on order Also perform basic diagnosis'. One of the most common pieces of cyberware. Also available as a basic handmodule.<br>
Progression: Medicine (Progression 10), Free Medicine Action (8), Medicine EV (Progression 1).
Flaws: Prototype(All rolls become Hazardous), Uncalibrated (first roll on a new target receives -5 impairment, remove 1 p impairment per roll on same target).
==== '''DualAction''' ====
Cost 2
Any Action: Gan a Free Action.
'''Progression:''' Reduce multi-action penalty by 1 up to 5 (Normal Cyber).
==== '''Evade Upgrade''' ====
Cost 30
Your Predictor is enhanced with duck-and-weave routines.<br>
''(Predictor sold separately)''<br>
Free: First Active Defense this sequence.
==== '''Knucks''' ====
Cost <br>
Enhances punch power with Soliplast®. Punch Damage becomes +3.<br>
Boosters: (1) +6 Damage (Titan Knucks).
==== '''LeapBoost''' ====
Upgrade your Leapers© from Adidas-Schmitt with the all-new LeapBoosters!
Available in all Adidas Towers.<br>
Action: Jump Mov x 4 meters.
==== '''LeapLegs''' ====
''Jump like a kangaroo with the Ozzy line of Jump Booster® Leap Legs! Direct import from Down Under!'' <br>
Move: Jump Move meters horizontally, and half that vertically.
==== '''Melee Upgrade''' ====
''Upgrade your Knucks or Claws with Armor Piercing or Shock! From Albert Heijn Cybernetik Inc, the Dutch alternative!'' <br>
*AP: Ignore 6 points of Armor with your chosen weapon.<br>
*Shock: 3 shockpoints of damage on any hit with your weapon.<br>
*Monofilament or Impact: Lower Wound threshold by 1 per level.
*Heavy:+9 damage vs non-living items.
*Shredder:+9 damage vs unarmored targets.
*Sharp:+1 Effect Multiplier.
==== '''NAC''' ====
''Talk to the fridge using NAC® technology from Intelsoft!'' <br>
Allows use of skillchips and dumb machines.
==== '''Nerve Boost''' ====
Your nervous system is upgraded in the speed department.<br>
Attack: Any Active Defense applied versus this Attack costs +1 Shot to use.
==== '''Nerve Jack''' ====
A standard to be able to exist in todays society. Allows use of smart machines.
==== '''One-Two''' ====
''Strike him once and twice! You can't go wrong with the all new Double-Tap® System!'' <br>
Melee Attack hit: Free attack, with no multi-action penalties. This is not cumulative. <br>
Requires Nerve Boost.
==== '''Three-Combo''' ====
''When you've connected twice with the One-Two use the all-new Three-Combo system!'' <br>
One-Two System hit: Make additional Free attacks as long as you hit, 1 per Initiative count, without multi-penalties.
==== '''Predictor''' ====
Cost 10
''The Predictor actually knows where your opponent is going before he does.'' <br>
Active Dodge is now at AV+7.
'''Progression:''' Active Dodge (Normal Cyber).
==== '''Reflex Boost''' ====
''Your autonomous reflex system is enhanced with the new Solo® treatment.'' <br>
Raises Initiative by 3.
==== '''Riposter''' ====
''Take that!'' <br>
Riposter allows a melee counter-attack at no shot cost when you are attacked in close combat. The two attack hits simultaneously. Cumulative with the One-Two system.
==== '''Smart Link''' ====
''Hit them every time with the all-new Rodox Smart Link System!'' <br>
Adds +5 damage to any Smart Link-equipped ranged weapon.
(Nerve Jack required)
==== '''Spikes''' ====
''Want to make them feel what its like to be pummeled? Enhance your attitude with the Body Spikes from Sinclair Cybernetics!'' <br>
All close combat attackers that hit you take 3 Shock points.<br>
'''Boosters''': +1 SP, +1 SP.
==== '''Subdermal Armor''' ====
''Is she or isn't she? Armored with Subcutaneous Ultra Thin from L'Oréal-Llama.'' <br>
Because you know she's worth it.<br>
Provides 3 points of Armor.<br>
'''Boosters:''' 1p Armor.
==== '''Ultra Hearing''' ====
''Listen to the grass grow.'' <br>
Gives +5 Perception and no obscurement penalties concerning hearing. Allows for stunts.
==== '''Ultra Vision''' ====
''Watch them like a hawk! Or was that an eagle?'' <br>
Gives +5 Perception and no obscurement penalties concerning sight. Allows for stunts.
==== '''Vigilant''' ====
''An upgrade for your Predictor, this allows you to be aware of any attacks made against you, without error!'' <br>
Passive Defense raised to AV+3. Requires Predictor.
== Level 2 Cyber ==
This Cyberware costs 20 Xp or Resources 10 to install.
==== '''Vat Muscle''' ====
Provides +2 Strength. Cumulative with Vat Muscle.
==== '''Nerve Replacement''' ====
Provides +2 Wits. Cumulative with Nerve Replacement.
==== '''Sensory Kit''' ====
Provides +2 Perception. Cumulative with Sensory Kit.
==== '''Pheromone Ejector''' ====
Provides +2 Charisma. Cumulative with Pheromone Ejector.
==== '''Bone Lace''' ====
Provides +2 Stamina. Cumulative with Bone Lace.
==== '''Muscle Boost''' ====
Provides +2 Movement. Cumulative with Muscle Boost.
==== '''Adrenal Boost''' ====
''Need that edge during combat, so you can walk home in one piece? Use the Adrenizer® from Wess-Hoch Industrial Cybernetics for that little extra!'' <br>
When activated the user gets +3 Strength, +3 Agility, +3 Stamina and -2 Perception a maximum of Stamina minutes. After that time has elapsed, the user suffers shakes and cramps, causing -6 Strength, -6 Agility, -6 Stamina. Cumulative with Vat Muscle, Sensory Kit and Advanced Sensor Probe.
==== '''KillTrack''' ====
''Optics from Zeiss, electronics from Toshiba, the Toshiba-Zeiss KillTrack! Hit the "perps" where it hurts!'' <br>
Negates 3 points of Armor and 3 points of Cover per level. Cumulative with KillTrack.
==== '''DualShot''' ====
Allows the user to make an attack with two weapons simultaneously, adding the damage together from the weapons. The target may reduce the damage with double his Armor Value. Cumulative with Smart Link, KillTrack, TrueTracker and Targeting Computer.
==== '''SpeedWare''' ====
''Be as fast as you can be!'' <br>
''The Speedster provides all the speed you'll ever need, directly from Korean Speedster Technics!'' <br>
Adds 3 to Shot Count each sequence, with a maximum of Shot Count+3. Cumulative with SpeedWare.
==== '''TrueTracker''' ====
''Stay True to the Track with Sony TrueTracker Technologies!'' <br>
Adds 2 to Guns Attack's AV. Requires Smart Linked Weapon and Smart Link. Cumulative with Kill Track and Targeting Computer.
==== '''Crit Shielding''' ====
+1 Wound Threshold per level. Cumulative with Crit Shielding, and Organ Replacement.
==== '''Body Plating''' ====
Adds 3 points of Armor. Cumulative with Body Plating.<br/>
'''Boosters''': +3 Damage (Max Armor) to anyone who hits you Unarmed in Close Combat. This includes with Knucks and Claws.
==== '''Claws''' ====
A pair of Strength+6 Damage Weapons.
==== '''Poison Gland''' ====
Allows Poisoned body fluids, nails and Integral Melee Weapons.
==== '''Pain Editor''' ====
Ignore 3 points of wound impairment.
== Level 3 Cyber ==
This Cyberware costs 40 Xp or Resources 12 to install.
==== '''MicroCybRadar''' ====
May use Perception in 360 degrees. +10 EV to resist ambush.
==== '''Speed Boost''' ====
+d10 Initiative.
==== '''Advanced Sensory Probe''' ====
+d10 Perception.
==== '''ExoSkel''' ====
10/+3 Strength per level.
==== '''Skeletal Reinforcement''' ====
+5 Wound Treshold.
'''Booster''': +1 Wound Threshold.
==== '''SpeedLegs''' ====
10/+3 Move per level.
==== '''Organ Replacement''' ====
x2 Wounds.
==== '''CyberHeart''' ====
x2 Shockpoints.
==== '''Limb Replacement''' ====
+d10 Toughness '''or''' Strength.
==== '''Armor Body''' ====
Armor 20.
==== '''MemBank''' ====
+d10 to any non-combat skill.
==== '''BalanceWires''' ====
Add +8 to any Action Defense. Cumulative with the Predictor-series systems.
==== '''Targeting Computer''' ====
Add +3 AV to any Guns Attack. Cumulative with TrueTracker.<br>
=Old rules=
*[[/Old]]
*[[/Rewrite]]
*[[/Rewrite 2]]
[[Old Stuff (Action!)|Old Stuff]]
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Cyber]]
0220abfddd854923f8ddf8a0c6249675a6cc3d46
Star Tribes!/Character
0
51
706
705
2020-03-29T22:00:31Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 45 '''[[Attributes (Action!)|Attribute]] points
* 25 '''[[Skills (Action!)|Skill]] points
* 25 '''[[Schticks (Action!)|Schtick]] points
* 25 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
25bb4e3dab2aee93285891732199d1d4e662f956
707
706
2020-03-29T22:03:04Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 125 points, divided into 4 parts.
* 50 '''[[Attributes (Action!)|Attribute]] points
* 25 '''[[Skills (Action!)|Skill]] points
* 25 '''[[Schticks (Action!)|Schtick]] points
* 25 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
33a4fbacff06805244bae000bc645cda17d4ed70
708
707
2020-03-29T22:03:51Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 125 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
f74d0fcc9cc9f82d0b24a267cdc3b16f507da2c1
709
708
2020-03-29T22:04:24Z
Segmarian>Segmarian
0
/* Character points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|8||10
|-
|12||11
|-
|16||12
|-
|20||13
|-
|25||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
6b3aa55fda3e77b92724f9c6184b7ef061161c58
710
709
2020-03-29T22:09:07Z
Segmarian>Segmarian
0
/* Skill Max */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Class Points====
May only be used to buy class features at the listed cost. Class features add bonuses that may increase the Skill- and AttributeMax beyond the normal, and are added on top of any other Max-raises (Like Veteran and Elite).
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
b2d733fcb9de5b9d4fa4c84981b428b984ee387b
711
710
2020-03-29T22:09:53Z
Segmarian>Segmarian
0
/* Class Points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks from your Class Schtick List at normal cost, and all other Schticks at double the normal cost, with your Schtick Points. You may not buy anything from your Class Lists with your Schtick points.
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
816931f28c24fb67c6c765d1eb1d51756283fdec
712
711
2020-03-29T22:11:25Z
Segmarian>Segmarian
0
/* Schtick Points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at your cost, including class features.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
5cf0ed93a7ec8c8e34fee5cee52b9865592027bf
713
712
2020-03-29T22:20:36Z
Segmarian>Segmarian
0
/* Free Points */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
Animal schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
d7b38a942cdbd1ee9d8f2f26c883d213f0fd3535
714
713
2020-05-16T17:59:39Z
Segmarian>Segmarian
0
/* Animal Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Animal|Action!/Schtick/Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
99fc43d8e0d581445996508808cb0c90d78607d4
715
714
2020-05-16T17:59:59Z
Segmarian>Segmarian
0
/* Animal Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities taught in the Hives.
f612a37906473d79128cdd15d02a1320984886fa
716
715
2020-07-05T17:29:04Z
Segmarian>Segmarian
0
/* Alien Schticks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to Skill and Attribute Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
172df4b1d4769eab614f22643a480cd6614cd917
717
716
2020-07-05T17:31:10Z
92.34.242.48
0
/* Specialist Networks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to [[Action!/Schtick/Proficiency|SKill]] and [[Action!/Schtick/Attribute]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
b61fc8e4d5acfd33081083261a035889faf423dc
718
717
2020-07-05T17:31:31Z
92.34.242.48
0
/* Specialist Networks */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to [[Action!/Schtick/Proficiency|Skill]] and [[Action!/Schtick/Attribute]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
472c2d3415b8a22e33655cfde9ce3ccfee7c87e4
Action!/Schtick/Animal
0
22
356
355
2020-03-29T23:18:22Z
Segmarian>Segmarian
0
/* Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
3267a76901e1587dfefa38c7e1f9fe616a518d18
357
356
2020-04-20T22:28:21Z
Segmarian>Segmarian
0
/* Versatile */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
0
/* Powerful */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
545f8dba3812d3638995ec9f845337081d7e52e4
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2020-04-20T22:34:37Z
Segmarian>Segmarian
0
/* Cunning */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits roll.
===Devious===
Cunning 2<br>
===Quicksilver===
Cunning 3<br>
Power: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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2020-04-21T05:46:45Z
Segmarian>Segmarian
0
/* Cunning */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Focus/Guile+Focus roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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2020-04-21T05:47:16Z
Segmarian>Segmarian
0
/* Intimidating Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Focus/Guile+Focus roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
e150f12f4a4b945739cc488e615186581710ad82
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2020-04-21T05:47:55Z
Segmarian>Segmarian
0
/* Cunning */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
d65cc12f9cbc74b1875e6b0d4f20e6ad19f81f1c
364
363
2020-04-21T05:49:29Z
Segmarian>Segmarian
0
/* Wily */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
6f00af8993839e72116c63793f3a5edb8cf7559f
365
364
2020-04-21T05:57:39Z
Segmarian>Segmarian
0
/* Disease */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage to a Thrown Attack.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
==Sickness==
Disease 2<br>
Combat
==Infection==
Disease 3<br>
Spread
==Malady==
Disease 4<br>
Intensity
==Pestilence==
Disease 5<br>
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
cf4819db6844402aa484b5f04e0eac8d62fbacc6
366
365
2020-04-21T06:35:41Z
Segmarian>Segmarian
0
/* Hurl */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
==Sickness==
Disease 2<br>
Combat
==Infection==
Disease 3<br>
Spread
==Malady==
Disease 4<br>
Intensity
==Pestilence==
Disease 5<br>
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
0777d4793d10aae332db173484ff51381956f1a5
367
366
2020-04-21T06:36:24Z
Segmarian>Segmarian
0
/* Message Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
==Sickness==
Disease 2<br>
Combat
==Infection==
Disease 3<br>
Spread
==Malady==
Disease 4<br>
Intensity
==Pestilence==
Disease 5<br>
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
14da59a157a3b80d911f0a5a89455fbb717c7275
368
367
2020-04-21T06:36:53Z
Segmarian>Segmarian
0
/* Targeted Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky sometime during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
==Sickness==
Disease 2<br>
Combat
==Infection==
Disease 3<br>
Spread
==Malady==
Disease 4<br>
Intensity
==Pestilence==
Disease 5<br>
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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/* Targeted Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
==Sickness==
Disease 2<br>
Combat
==Infection==
Disease 3<br>
Spread
==Malady==
Disease 4<br>
Intensity
==Pestilence==
Disease 5<br>
==Dodge==
==Flight==
==Frenzy==
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Segmarian>Segmarian
0
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 1<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Extra Attack
===Bloodlust===
===Fury===
===Mania===
===Rage===
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
ca63e1bec0660dbb89b9b05eef1fda0496b91212
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2020-04-21T07:12:13Z
Segmarian>Segmarian
0
/* Frenzy */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 1<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
c0726369998cb665cd8426c2d113927faf4e2a69
372
371
2020-04-21T07:14:19Z
Segmarian>Segmarian
0
/* Duck */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
919c01c9de18ae1dc3df09ac1ca83bf2a172007d
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14e53b50d9e2755c0484eede5a7c4729f405cf82
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Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
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2020-07-06T23:31:42Z
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03568c50c66200a91cfa2ab7bcd1ff6d697d57cd
Star Tribes!/Culture
0
62
817
816
2020-05-16T17:41:42Z
Segmarian>Segmarian
0
/* Beast Rider Culture */
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
a27f06a15805c3ba9ba394d90ccd4c4257822f62
818
817
2020-05-16T17:54:04Z
Segmarian>Segmarian
0
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a Child to take on a Way, becoming a Youth. It requires a test of the skills of either Warrior, Priest, Warpriest or Specialist.
===Ritual of the Remembrance of the Dead==
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
[[Category:Action!]]
[[Category:Star Tribes!]]
1291bb14d1486dbec37bb218e3996f6492315300
819
818
2020-05-16T17:54:34Z
Segmarian>Segmarian
0
/* =Ritual of the Remembrance of the Dead */
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a Child to take on a Way, becoming a Youth. It requires a test of the skills of either Warrior, Priest, Warpriest or Specialist.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
[[Category:Action!]]
[[Category:Star Tribes!]]
f61e98b574d3c3a908ebe7b18fe6a06d97ad8137
Action!/Schtick/Fu/Crane
0
60
798
797
2020-05-16T18:24:09Z
Segmarian>Segmarian
0
/* Wing of the Crane */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 2<br>
Action: You spend an Action focusing on Crane Style Kung Fu, gaining a +5 AV, +10 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 2<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 4<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 5<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 6<br>
Passive, Stance: You may use your Focus as Strength.
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 8<br>
Graceful Crane Stance, Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 8<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
b4029964a5c8f0c67fb4d349dbc2cd61cc771a64
799
798
2020-05-16T18:24:49Z
Segmarian>Segmarian
0
/* Wing of the Crane */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 7<br>
Action: You spend an Action focusing on Crane Style Kung Fu, gaining a +5 AV, +10 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 2<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 4<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 5<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 6<br>
Passive, Stance: You may use your Focus as Strength.
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 8<br>
Graceful Crane Stance, Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 8<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
96f6455d46581eb84b8917fdff32c609514f5c4b
800
799
2020-05-17T12:52:08Z
127.0.0.1
0
/* Crane Style Kung Fu */
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 6<br>
Action: You spend an Action focusing on Crane Style Kung Fu, gaining a +5 AV, +10 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 6<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 7<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 8<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 10<br>
Graceful Crane Stance: You may use your Focus x 2 as Strength, but not use weapons. 4
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 12<br>
Graceful Crane Stance, Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 12<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
5950fb2c80609273e7a72fd145b37fe6092c5e68
Savage Worlds
0
2
2
2020-07-06T19:57:58Z
Segmarian>Segmarian
0
/* New and Changed Skills */
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die. If the Skill die is larger than the Attribute die, the Skill Roll receives -2.
==Character Construction==
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charismabased.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session´(or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain +4 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
9a9dd1f23048082ad5dcae921c02b401c052fc3a
Action!/Skill/Academics
0
15
280
279
2020-07-07T00:42:37Z
imported>Segmarian
0
4 revisions imported
wikitext
text/x-wiki
This skill is the skill of learning and education. There are any number of Skill Areas for this Skill.
[[Category:Action!]][[Category:Skill]]
8545c2c2c774888e785b3291528fc623fc8e01dd
Acrobatic Strike
0
16
283
282
2020-07-07T00:42:38Z
imported>Segmarian
0
2 revisions imported
wikitext
text/x-wiki
====[[#Acrobatic Strike|Acrobatic Strike]]====
Discipline use (Martial Arts): Air Sailor.<br>
Adepts use the Acrobatic Strike talent to make impossibly graceful, leaping, spinning attacks.<br>
Attack, Focus: Add Circle to Defense until end of Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
9c98887d0f2f33827d3ab0c9d82a58ad74f882c3
Action!/Skill/Action
0
17
291
290
2020-07-07T00:42:38Z
imported>Segmarian
0
7 revisions imported
wikitext
text/x-wiki
*[[Stunt (Action!)|Stunt]]
*[[Dodge (Action!)|Dodge]]
*[[Martial Arts (Action!)|Martial Arts]]
*[[Thrown (Action!)|Thrown]]
*[[Sports|Sports]]
==[[#Schticks|Schticks]]==
===Daredevil===
Action: Actions with higher Difficulty than your Skill gain a positive die.
[[Category:Action!]][[Category:Skill]]
fcd961b52e304a0864b754d6c34e2bcd4b3e7f85
Adept
0
18
295
294
2020-07-07T00:42:39Z
imported>Segmarian
0
3 revisions imported
wikitext
text/x-wiki
====[[#Adept|(Skill or Attribute) Adept]]====
Cost:10.<br>
All Disciplines have some things they are better at than other Disciplines. This Talent reflects that. You may spend a Focus point to gain a +d10 on the indicated Skill or Attribute.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
71e6a58c10bfe0e30ed27240c910c69d8649e090
Action!/Attribute/Agility
0
19
298
297
2020-07-07T00:42:39Z
imported>Segmarian
0
2 revisions imported
wikitext
text/x-wiki
Used for speed- and agility-related physical actions. Contributes to [[Shot Count (Action!)|Shot Count]] and [[Move (Action!)|Move]].
[[Category:Action!]]
[[Category:Attribute]]
8920ba8a9743aaeecd4936e42bf1cd68fcb97e73
Air Dance
0
20
302
301
2020-07-07T00:42:39Z
imported>Segmarian
0
2 revisions imported
wikitext
text/x-wiki
====[[#Air Dance|Air Dance]]====
The Air Dance talent allows an Adept to walk on air, about 1 inch above the surface of the ground. Air Dance does not allow an Adept to stand suspended in midair, and can only be used in combination with Combat Movement. Air Dance makes it possible for an Adept to perform quick, gliding movements and rapid attacks.<br>
Strain 1: Add Circle to Initiative this Sequence. If you have double the Initiative of an opponent, you may make an attack after he attacks you the first time. Ignore footing this Sequence. You can only Move once this Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
09b81bcd270bf4d385f6677032bd2745ebb07f82
Air Sailor (Earthdawn!)
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Acrobatic Strike|Acrobatic Strike (D)]]====
====[[Talents (Earthdawn!)#Adept|Air Sailing Adept]]====
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Great Leap|Great Leap (D)]]====
====[[Talents (Earthdawn!)#Maneuver|Maneuver]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Riposte|Riposte]]====
====[[Talents (Earthdawn!)#Wind Catcher|Wind Catcher (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Sky Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Air Dance|Air Dance (D)]]====
====[[Talents (Earthdawn!)#Second Weapon|Second Weapon]]====
==6th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Momentum Attack|Momentum Attack]]====
====[[Talents (Earthdawn!)#Taunt|Taunt]]====
==7th Circle==
====[[Talents (Earthdawn!)#Adept|Melee Weapon Damage Adept]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
==8th Circle==
====[[Talents (Earthdawn!)#Social Defense|Social Defense]]====
====[[Talents (Earthdawn!)#Anticipate Blow|Anticipate Blow]]====
====[[Talents (Earthdawn!)#Crushing Blow|Crushing Blow]]====
27ca9ae45e24db02cf287f17a1d49aae4865b8bb
Action!/Schtick/Animal
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=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts]/[Focus x 2] Damage versus [Willpower]/[Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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Animal Bond
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====[[#Animal Bond|Animal Bond]]====
Cost: Special<br>
Discipline use (Animal actions): Beastmaster.<br>
You have bonded with an animal. It is are fiercely loyal and controlled by you.<br>
Passive: They cost 1 point per 5 points invested into the creature. You may invest a maximum of Circle x 10 points into them. You may buy several Animal Bonds, up to a maximum of Circle creatures.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Animal Possession
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====[[#Animal Possession|Animal Possession]]====
Discipline use (Adept Powers, All in animal): Beast Master.<br>
The Animal Possession talent allows an Adept to place his or her spirit into the body of an animal.<br>
Action, Strain 2: Adept Powers+Soul vs animal's Willpower+Soul. Success indicates that the Adept now controls the animal's body, but not vice versa. While using Animal Possession, the Adept's physical form slumps into a coma-like state. He retains his own intelligence while in the animal body, but cannot perform any actions of which the animal is not normally capable. The Adept's control lasts for a number of hours equal to his Circle or until the animal and Adept touch again. When the possession ends or the animal and Adept touch, both spirits return to their proper bodies. If either the animal's or the Adept's body is killed, the spirits and bodies will both die.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Anticipate Blow
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====[[#Anticipate Blow|Anticipate Blow]]====
Discipline use (Martial Arts): Outcast Warrior, Warrior.<br>
The Anticipate Blow talent allows an Adept to better defend against an incoming
attack. The Adept must have a higher Initiative in order to use Anticipate Blow
against an attacking opponent.<br>
Attack, Focus: If your Action Value is higher than your opponents Willpower, add a bonus equal to your Circle to this Attack's AV and your Defense. This does not combine with Air Dance.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
d34e48652f4d8cdb3993090e1e6da6f732173869
Action!/Proficiency/Archaic
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Bows, crossbows, slings and other mechanically enhanced throwing implements.
==Archery==
{{:Action!/Proficiency/Archery}}
[[Category:Action!]][[Category:Proficiency]]
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Earthdawn!/Discipline/Archer
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
[[Archer (Talents)]]
==1st Circle==
====[[Talents (Earthdawn!)#Adept|Archery Adept]]====
====[[Talents (Earthdawn!)#Direction Arrow|Direction Arrow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Mystic Aim|Mystic Aim (D)]]====
====[[Talents (Earthdawn!)#True Shot|True Shot (D)]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Sprint|Sprint]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Flame Arrow|Flame Arrow]]====
====[[Talents (Earthdawn!)#Wound Balance|Wound Balance]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept (Free)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Arrow Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#First Impression|First Impression]]====
====[[Talents (Earthdawn!)#Stopping Aim|Stopping Aim (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Archery Damage Adept (Free)]]====
====[[Talents (Earthdawn!)#Bank Shot|Bank Shot (D)]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Initiative|Increase Initiative]]====
====[[Talents (Earthdawn!)#Anticipate Blow|Anticipate Blow]]====
====[[Talents (Earthdawn!)#Call Arrow|Call Arrow (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Called Shot|Called Shot (D)]]====
====[[Talents (Earthdawn!)#Eagle Eye|Eagle Eye (D)]]====
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Earthdawn!/Discipline/Archer/Talents
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
{{:Adept}}
<br> (Archery)
{{:Direction Arrow}}
{{:Karma Ritual}}
{{:Mystic Aim}}
{{:True Shot}}
==2nd Circle==
{{:Durability}}
{{:Sprint}}
==3rd Circle==
{{:Flame Arrow}}
{{:Wound Balance}}
{{:Adept}}
<br>(Agility)
{{:Thread Weaving}}
{{:Thread Weaving (Group)}}
==5th Circle==
{{:Physical Defense}}
{{:First Impression }}
{{:Stopping Aim}}
==6th Circle==
{{:Adept}}
<br> (Archery Damage)
{{:Bank Shot}}
{{:Speak Language}}
==7th Circle==
{{:Increase Initiative}}
{{:Anticipate Blow}}
{{:Call Arrow}}
==8th Circle==
{{:Spell Defense}}
{{:Called Shot}}
{{:Eagle Eye}}
e528c7c5a3d38b8db771f991998cb2c9d5f2a1cd
Ares Firefight
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{{:Template:Kung Fu}}{{Template:Shadowrun!}}
=== Gun Kata ===
Focus 2<br/>
Passive:You may now use Guns with Martial Arts, even shooting in close combat.<br/>
Passive:You may attack with Guns in close combat, doing Strength+5 resisted by Toughness, doing damage to Shots, not Wounds, but shockpoints as usual.
=== Bullet Ballet ===
Focus 4<br/>
Passive: You may Move 1 every time you are Attacked.
=== Statistic Prediction ===
Focus 5<br/>
Passive: Your Passive Dodge is now AV+3.
=== Firefight Stance ===
Focus 6<br/>
Focus, Stance: You gain the following abilities:<br/>
Passive: You gain +5 to Initiative.<br/>
Passive: You regenerate 1 Shot each round.<br/>
Attack: You gain +1 AV to your Martial Arts Firefight Attacks.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
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Action!/Equipment/Armor
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{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Bulletproof vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Protective coveralls, Imperial Guard Armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit, Near future armor
|-
||+15|||Encounter suit w/ shields
|-
||+16|||Space Marine armor, Heavy near future armor
|-
||+17|||Overcharged Encounter suit
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
[[Category:Action!]]
cd120a08c80fd30897e9cd618ce87c7c42e5e454
Action!/Skill/Arts
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This is the skill of the fine and not-so-fine arts. Higher values produce better works, like by even more people (Use the resources table with half skill value).
[[Category:Action!]][[Category:Skill]]
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Astral Sight
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====[[#Astral Sight|Astral Sight]]====
Discipline use (Occult): Nethermancer, Wizard.<br>
Strain 1: Occult+Soul vs Spell Defense of target to see magic items, creatures and destiny.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Attribute
0
33
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<div class="container">
<div class="row">
{{Template:Action!}}
</div>
<div class="row">
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Construction|Construction]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
</div>
</div>
[[Category:Action!]][[Category:Attribute]]
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Avoid Blow
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====[[#Avoid Blow|Avoid Blow]]====
Discipline use (Dodge): Air Sailor, Boatman, Outcast Warrior, Thief, Troubadour or Warrior.<br>
The Avoid Blow talent allows an Adept to dodge blows directed at him in combat at the last minute.<br>
Focus: You may actively Dodge, once per Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Bank Shot
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====[[#Bank Shot|Bank Shot]]====
Discipline use (Archery, Throwing Weapons): Archer, Thief.<br>
The Bank Shot talent allows an Adept to ricochet missile and thrown weapons off obstacles on the way to their target. An Adept need not have line of sight to the target when he uses Bank Shot, but must have had line of sight to the target. A bank shot destroys arrows and bolts used to make the shot. Though the bank shot nicks and scratches daggers and other throwing weapons, these remain usable.<br>
Attack, Strain 1: You may attack any target in range, ignoring cover and line-of-sight.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Battle Bellow
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====[[#Battle Bellow|Battle Bellow]]====
Discipline use (Intimidate): Purifier, Sky Raider.<br>
The Battle Bellow talent allows an Adept to intimidate foes.<br>
Attack, Strain 1: You may Intimidate (Intimidate+Charisma/Intimidation+Empathy) any and all opponents as part of your Attack, with normal multi-action penalties. A successful Intimidation causes Circle points of Impairment for 1 Sequence.<br>
If the Adept gains 5 EV on his Intimidation, he provides +Circle AV to all friendly Battle Shouts within [ Circle x 10 ] meters.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Battle Shout
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====[[#Battle Shout|Battle Shout]]====
Discipline use (Intimidate): Sky Raider.<br>
The Battle Shout talent allows an Adept to intimidate foes.<br>
Attack, Strain 1: You may Intimidate (Intimidate+Charisma/Intimidation+Empathy) any and all opponents as part of your Attack, with normal multi-action penalties. A successful Intimidation causes Circle points of Impairment for 1 Sequence.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Beastmaster (Earthdawn!)
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond (D)]]====
====[[Talents (Earthdawn!)#Claw Shape|Claw Shape (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Tracking Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Creature Analysis|Creature Analysis (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Borrow Sense|Borrow Sense (D)]]====
====[[Talents (Earthdawn!)#Cat's Paw|Cat's Paw (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Frighten Animal Servants|Frighten Animal Servants (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Beast Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense (Free)]]====
====[[Talents (Earthdawn!)#Heal Animal Servant|Heal Animal Servant (D)]]====
====[[Talents (Earthdawn!)#Incite Stampede|Incite Stampede (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Strength Adept (Free)]]====
====[[Talents (Earthdawn!)#Endure Cold|Endure Cold]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap (D)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing (Free)]]====
====[[Talents (Earthdawn!)#Claw Frenzy|Claw Frenzy (D)]]====
====[[Talents (Earthdawn!)#Sense Poison|Sense Poison (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Adept|Focus Adept (Free)]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart (D)]]====
====[[Talents (Earthdawn!)#Poison Resistance|Poison Resistance (D)]]====
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Action!/Schtick/Sorcery/Blast
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[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
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Blood Share
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==== [[#Blood Share|Blood Share]]====
Discipline use (Adept Powers): Cavalryman.<br>
The Blood Share talent allows an Adept to transfer damage between his mount and himself. First, the Adept makes a small cut somewhere on himself and on his mount, then touches the two cuts together.
Blood Share talent normally does not require the character to spend Focus, but if a Cavalryman wants to use this talent on another willing Adept, he can do so by spending 1 Focus. Using Blood Share in this way requires that deep trust exist between the Adept and his volunteering comrade. Members of the Cavalryman Discipline almost universally honor this trust, and have coined the term "blood betrayer" to refer to anyone who uses Blood Share to transfer so much damage to another Adept that the second Adept dies. Other Cavalrymen shun blood betrayers.<br>
Action (Focus): Adept Powers+Toughness/0. Transfer up to this EV in Shock points, and EV/5 Wounds.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Action!/Proficiency/Bluff
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The ability to con, bluff and generally lie.
Bluff can be used to...
* Lie
* Imply something with body language
* Create an combat advantage by looking over someone's shoulder
Bluff cannot be used to...
* Seduce someone (Social)
* Create a combat advantage by throwing sand into someone's face (Trick)
* Resist temptation (Willpower)
===Standard Bluff stunts===
Action: Bluff+Manipulation/Bluff+Empathy. Lie convincingly.<br>
Action: Bluff+Manipulation/Bluff+Empathy. Gain the following:
*5 EV: 1 Presence.
*10 EV: Advantage
*15 EV: Negotiated Win.
*20 EV: Player's Call.
Passive: Defend against Bluff.
Active Defense: Defend against any Deceit attempt.
[[Category:Action!]][[Category:Proficiency]]
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Boatman (Earthdawn!)
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Adept|Captain Adept]]====
====[[Talents (Earthdawn!)#Adept|Martial Arts Adept]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Acrobatic Strike|Acrobatic Strike]]====
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Read River|Read River (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Cast Net|Cast Net (D)]]====
====[[Talents (Earthdawn!)#Haggle|Haggle (D)]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept (Free)]]====
====[[Talents (Earthdawn!)#Mystic Aim|Mystic Aim]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Net Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Engaging Banter|Engaging Banter]]====
====[[Talents (Earthdawn!)#Evaluate|Evaluate (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Melee Weapon Adept (Free)]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
====[[Talents (Earthdawn!)#Lizard Leap|Lizard Leap]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Healing|Increase Healing]]====
====[[Talents (Earthdawn!)#First Impression|First Impression]]====
====[[Talents (Earthdawn!)#Great Leap|Great Leap]]====
==8th Circle==
====[[Talents (Earthdawn!)#Increase Initiative|Increase Initiative]]====
====[[Talents (Earthdawn!)#Lion Heart|Lion Heart]]====
====[[Talents (Earthdawn!)#Wound Balance|Wound Balance]]====
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Borrow Sense
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====[[#Borrow Sense|Borrow Sense]]====
Discipline use (Survival, Perception): Beastmaster.<br>
Using the Borrow Sense talent, a character temporarily takes one of an animal's five senses of touch, taste, hearing, smell, or sight for use as his own. The animal loses that sense for the duration of that borrowing. For this reason, only animals loyal to the Adept will submit to Borrow Sense.<br>
Action: Gain the use of any and all senses of an animal for Circle minutes. This provides +Circle on Survival and Perception rolls.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
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Boxing (Action!)
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{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Jab ====
Requires Agility 7<br/>
Starter Attack. (1)<br/>
Attack: +2 Damage. (0)<br/>
Attack, 1 SP: +2 Damage, Move 1.<br/> (1)
Passive: Regain 2 Shockpoints if you only made Jabs this Sequence. (5-1)
==== One-Two Combination ====
Requires Agility 7<br/>
Jab, Hit: You may perform a Cross or Uppercut.
==== Uppercut ====
Requires Strength 8<br/>
Attack Counter, 5 SP: Damage +8. (8-5+2)
Attack, 1 SP: Damage +8. Finisher. (2-1+1)<br/>
==== Hook ====
Requires Strength 7<br/>
Attack Counter, 3 SP: Damage +5. (8-3+1)
Attack: Damage +5. (1)
==== Cross ====
Strength 7<br/>
Attack, 1 SP: Damage +5, Knockdown on SP. Finisher. (1+1+1)<br/>
Attack, 1 SP: Damage+2, x2 EV. Finisher. (3)<br/>
==== Conditioning ====
Requires Strength 7<br>
Requires Toughness 7<br>
"The forehead is the hardest bone in the body." - Gladiator(1992)<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]] against Martial Arts Attacks. (4+4-1)<br/>
Passive: You have Strength extra Shockpoints. (4+3+1)<br/>
3SP: Ignore Knockdown. (1-3)
==== Sway ====
Requires Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requires Wits 8<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requires 3 other Boxing Schticks.<br>
Requires Focus 8<br>
Stance, Focus: Provides the following effect.<br>
Passive: You may Passively Defend any Attack with Martial Arts. <br> (8)
Attack: You may make a Starter and another Boxing Attack, in that order.<br> (8-1)
Active Defense, 2 SP: Regain Shot. (2+6-2)
==== Rope-A-Dope ====
Agility 7<br/>
Active Defense: Add Soak equal to your Agility against this Attack. (3+3)
==== Follow-up ====
Agility 7<br/>
Attack, Cause Wound: You may perform a Boxing Attack. (8-2+2(After Hit))
==== Footwork ====
Agility 7, Toughness 7.<br/>
Free: Active Defense once per Sequence. (8)<br/>
Active Defense: Move. (2)<br/>
Active Defense: Free Interaction. (2)<br/>
Action: Active Defense +3 until next Action. (3-2)<br/>
(7+4+1-5+6)
==== Overhead Blow ====
Strength 8, Agility 8<br/>
Attack: Damage +5. Causes 1 Shot loss per Wound Threshold SP. Causes 1 Impairment EV sequences. Finisher. (1+1+8+1+1)
==== Clinch ====
Focus 6<br/>
Boxing Attack, Hit: Abort the Attack and gain Focus temporary SP. They disappear at the end of the fight. (2+5-1)
==== Liver Punch ====
Strength 8<br/>
Attack, 1SP: Damage +5, -1/5 EV Impairment for EV Sequence. (1+8-1)
===Not Classical Boxing===
==== Bolo Punch ====
Rotating Semi-uppercut.
==== Hammer Blow ====
Downstrike.
==== Rabbit Punch ====
Dangerous blow at back of head.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
26bbedc5547e25801101a4bf2ada487f896b24c9
Action!/Schtick/Fu/Brawling
0
45
661
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11 revisions imported
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict any Damage.<br>
Progression: Knockdown on Hit (+40 points), Kick Damage (Normal Progression), Action required is now a Move (40 points), Attack may be used as a Hit Counter (+60 points, requires Move Action enhancement)
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.<br>
Progression: Damage (Normal Progression), AV (AV Progression), Impairment (Progression according to Cause Impairment Fu Power), Add Stun Damage (80 points), Add Fatigue Damage (80 points)
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as a light weapon, +8 Damage and breaks on the first Attack.<br>
Progression: Damage (Normal Progression), Weapon lasts encounter (+20), Weapon may also cause Bleed (40), Weapon also causes Bleed (100)
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.<br>
Progression: Damage (Normal Progression), Add Focus prerequisite: Add +5 AV to the Attack (0 points), Add Knockdown Damage (120 points), Add a Knockdown on Shockpoints (40 points), Add a Knockdown on Hit (+40 points, req Kd on Sp)
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 2 SP: +2 levels of Damage, causes Knockdown on hit.
Progression: SP Cost -1 (20), Damage (Normal Progression), Drain Shockpoints (Max 5) (40 points), Drain Shockpoints (No max) (+40 points).
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +5 AV.
Progression: AV (Normal AV), Damage (Normal Progression), Knockback (Double Normal Progression)
[[Category:Action!]][[Category:Schtick]][[Category:Fu]]
0ba5afbd48311471c9a124f6681d19841921b181
Call Arrow
0
46
666
665
2020-07-07T00:43:16Z
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text/x-wiki
====[[#Call Arrow|Call Arrow]]====
Discipline use (Adept Powers): Archer.<br>
The Call Arrow talent allows an Adept to retrieve fired arrows he has fired. The talent works on any arrows the Adept fired that remain within 100 yards of him or her. The called arrows fly toward the Adept, tumbling and rotating into proper position, then drop into the quiver. Call Arrow only retrieves the arrows; the Adept cannot also tie or attach the called arrows to another object in an attempt to retrieve that object. Call Arrow also extracts arrows from targets and returns them to the Adept.<br>
Action: Adept Powers+Focus Difficulty 0 to call arrows. Call back [ Circle+EV/5 ] arrows.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
28930ea071ba397d3f8ebf6fefa33e4027b0aaf3
Called Shot
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47
669
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====[[#Called Shot|Called Shot]]====
Discipline use (Archery): Archer.<br>
Discipline use (Martial Arts): Swordmaster.<br>
An Adept can use the Called Shot talent to impress onlookers with a display of targeting accuracy. The Adept announces his attack aloud, naming his target and roughly where the shot will strike. A successful hit means the shot hit in approximately the called spot. Opponents who see this display of skill are suitably impressed.<br>
Attack, Strain 1: You may Intimidate a number of onlookers equal to your Circle with an attack, causing 1 point of impairment on their next Action.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
49648fec6d43cc79f48416ebc6e5fb6ffb845e6a
Carromeleg
0
48
675
674
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{{:Template:Kung Fu}}{{Template:Shadowrun!}}
Elven Martial Arts.
=== Way of the Carromeleg ===
Focus 2<br>
Passive: You may use any '''unarmed''' Carromeleg technique while wielding one sword or one spear.<br>
Passive: Deal +3 Damage if you haven't made a Move this round.
=== Stillness of the Woods ===
Focus 4<br>
Passive: You gain +4 Initiative while unarmed.
=== Deep Forest Strike ===
Focus 6<br>
Attack: Your unarmed Martial Arts Attack gains +5 AV if you attack before your opponent's Initiative.
=== Carromeleg Stance ===
Focus 8<br>
Stance, Focus: Gain the following abilities:<br>
Action: You may pause a moment, assessing the situation and gaining 3 Shots to your Shots Pool. This cannot raise your Shots Pool above your Initiative.<br>
Shot: You gain +d10 Initiative this round.
=== Elk Hunter Heart Blow ===
Focus 10<br>
Focus, Attack: Your Outcome is doubled on this unarmed Attack. If you inflict one or more Wounds, you regain Focus equal to the Wounds inflicted.
[[Category:Action!]]
[[Category:Fu]]
[[Category:Schtick]]
[[Category:Shadowrun!]]
ae5a512c79aa0a8568ce8ab0be3e8d8b13d8bd72
Cat's Paw
0
49
678
677
2020-07-07T00:43:17Z
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text/x-wiki
====[[#Cat's Paw|Cat's Paw]]====
Discipline use (Sneak): Beastmaster.<br>
The Cat's Paw talent permits a character to move quietly.<br>
Strain 1: Sneak with +Circle bonus EV.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
2fac7024ec558479637055af6b609d7804da7913
Cavalryman (Earthdawn!)
0
50
681
680
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[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
====[[Talents (Earthdawn!)#Adept|Ride Adept]]====
====[[Talents (Earthdawn!)#Animal Bond|Animal Bond]]====
====[[Talents (Earthdawn!)#Avoid Blow|Avoid Blow]]====
====[[Talents (Earthdawn!)#Charge|Charge (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Blood Share|Blood Share (D)]]====
====[[Talents (Earthdawn!)#Durability|Durability (1/2)]]====
====[[Talents (Earthdawn!)#Empathic Command|Empathic Command (D)]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Spirit Mount|Spirit Mount (D)]]====
====[[Talents (Earthdawn!)#Wheeling Attack|Wheeling Attack]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Mount Adept (Free)]]====
====[[Talents (Earthdawn!)#Resist Taunt|Resist Taunt (D)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Rider Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#Sure Mount|Sure Mount (D)]]====
====[[Talents (Earthdawn!)#Wheeling Defense|Wheeling Defense (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Healing Adept (Free)]]====
====[[Talents (Earthdawn!)#Dominate Beast|Dominate Beast]]====
====[[Talents (Earthdawn!)#Durability (Mount)|Durability (Mount)]]====
==7th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Lasting Impression|Lasting Impression]]====
==8th Circle==
====[[Talents (Earthdawn!)#Social Defense|Social Defense]]====
====[[Talents (Earthdawn!)#Fearsome Charge|Fearsome Charge (D)]]====
====[[Talents (Earthdawn!)#Mount Attack|Mount Attack (D)]]====
1a7489178e88c944fc1af11bd4e4cb346760d8d8
Star Tribes!/Character
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[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to a certain type of [[Action!/Schtick/Animal|Totem Animal]].
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to [[Action!/Schtick/Proficiency|Skill]] and [[Action!/Schtick/Attribute]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
472c2d3415b8a22e33655cfde9ce3ccfee7c87e4
Action!/Character
0
52
765
764
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text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>
</div>
[[Category:Action!]]
e3e43726e327cd6cf422d174ee9ec595c2e37787
Characters (Earthdawn!)
0
53
775
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[[Category:Action!]][[Category:Earthdawn!]]
<noinclude>{{Template:Earthdawn!}}
Character sheet here: [https://www.dropbox.com/s/y1kmncfeb1ns7g7/Earthdawn%21%20Char%20sheet_printable.xls Sheet]
All characters start with 5 in all primary attributes.
They also get a package depending on race:
</noinclude>
* Troll:
+6 Str, +5 Tou, -3 Mov, -1 Per, +1 Focus, Heat Sight, Armor 1
* Orc:
+2 Luck, +5 Str, +2 Tou, -1 Man, -1 Emp, +2 Focus, +1 Mov, Lowlight
* Human:
+5 Luck, 3 Versatility Schticks (or 60p combined)
* T'skrang:
+2 Agi, +2 Tou, +2 Cha, Tail +5 EV Stunt, +2 Man, +2 Emp
* Windling:
Astral Sensitive, +6 Luck, -4 Str, -3 Tou, +2 Wits, +2 Emp, +3 Cha, +2 Agi, Flight (Mov+2)
* Dwarf:
Heat Sight, +3 Str, +3 Tou, +3 Focus, -1 Man, -2 Mov, +3 Emp (100)
* Elf:
+3 Agi, -2 Tou, +2 Wits, +2 Per, +2 Focus, +2 Emp, +1 Cha, Lowlight (100)
* Obsidiman:
-2 Agi, +10 Str, +6 Tou, -2 Man, -2 Wits, -2 Luck, -6 Mov, Armor 5, Hibernation (100)
* Blood Elf:
+3 Agi, +2 Per, +2 Focus, -1 Emp, +3 Cha, Lowlight (100)
037f413cb2ff786c6c20e3713966f388ffcf0aa5
Charge
0
54
778
777
2020-07-07T00:43:27Z
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text/x-wiki
====[[#Charge|Charge]]====
Discipline use (Charge damage): Cavalryman.<br>
Passive, 2 Full Moves: The Adept may make an Attack with +Circle damage, with Damage based on his or his Mount's Strength, adding any weapon used.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
1aa72f739efa89ddc52b2161fa4f10f162d52c96
Charisma (Action!)
0
55
781
780
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text/x-wiki
This attribute regulates force of personality.
[[Category:Action!]]
[[Category:Attribute]]
0d61ee8eccaed4a87fed292785ae8af826e7d432
Claw Frenzy
0
56
784
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====[[#Claw Frenzy|Claw Frenzy]]====
Discipline use (Martial Arts): Beastmaster.<br>
Using the Claw Frenzy talent, a character can make more effective, and possibly, multiple attacks using the Claw Shape talent.<br>
Attack Action, Focus: You may attack Circle times with Claw Shape. To gain the discipline bonus past the first time, you must pay an extra Focus per Claw Shape Attack. You may also pay Focus points to do extra damage with each Claw Shape Attack.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
909732e220cca0b71ffb34e2e200a831f635c092
Claw Shape
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57
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786
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====[[#Claw Shape|Claw Shape]]====
Discipline use (Claw Shape Damage): Beastmaster.<br>
The Claw Shape talent changes an Adept's dominant hand into a fearsome clawed weapon.<br>
Passive, Focus: You do Strength+Circle+3 Damage with an unarmed Martial Arts Attack. Discipline users may add an extra Focus to this Attack, for more Damage.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
27030311c531ce3ea3bc1e3db807f708870da0ca
Cobra Strike
0
58
790
789
2020-07-07T00:43:29Z
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====[[#Cobra Strike|Cobra Strike]]====
Discipline use (Initiative): Warrior.<br>
The Cobra Strike talent allows an Adept to make incredibly quick attacks in the first Sequence of combat. Cobra Strike only works for the first Sequence of combat against any one opponent.<br>
Strain 1: +Circle to Shot Count this Sequence. During the Sequence you may make one Attack with +Circle AV. This is not stackable with other talents that raise Initiative.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
cfe09ccfb74a31df721936a9e5a3bc51356715a1
Conceal Weapon
0
59
793
792
2020-07-07T00:43:29Z
imported>Segmarian
0
2 revisions imported
wikitext
text/x-wiki
====[[#Conceal Weapon|Conceal Weapon]]====
Discipline use (Attacks with Concealed Weapon): Thief.<br>
An Adept can use the Conceal Weapon talent to use sleight of hand and illusion to hide weapons somewhere on his or her body.<br>
Action, Strain 1: The Adept hides a weapon. Once the Adept initiates combat with the hidden weapon, he gains Shots equal to his Circle. The concealment lasts 24 hours or until the weapon is detected or removed.
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
fe97fdb12bd0eb72e6cb3d821f7fc8d74a06a7d2
Action!/Schtick/Fu/Crane
0
60
801
800
2020-07-07T00:43:30Z
imported>Segmarian
0
7 revisions imported
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 6<br>
Action: You spend an Action focusing on Crane Style Kung Fu, gaining a +5 AV, +10 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 6<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 7<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 8<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 10<br>
Graceful Crane Stance: You may use your Focus x 2 as Strength, but not use weapons. 4
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 12<br>
Graceful Crane Stance, Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 12<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
5950fb2c80609273e7a72fd145b37fe6092c5e68
Creature Analysis
0
61
807
806
2020-07-07T00:43:31Z
imported>Segmarian
0
4 revisions imported
wikitext
text/x-wiki
====[[#Creature Analysis|Creature Analysis]]====
Discipline use (Adept Powers): Beastmaster.<br>
The Creature Analysis talent allows a character to use scholarship and divination magic to gain information about a creature he is observing.<br>
Action, Strain 1: Roll Adept Powers+Soul/Occult+Soul of the creature. He may ask the gamemaster one specific question about the creature, plus one per 5 EV. For the purposes of this talent, the player can ask a specific question that would reveal one of the creature's game statistics or abilities. The gamemaster should, however, cheerfully disallow questions comparing more than one statistic, such as "Is this beast tougher than I am?" or "Which is higher, its Action or Occult?".
[[Category:Action!]][[Category:Earthdawn!]][[Category:Schtick]]
0c307985f49781e05623ac92440ea47d7318626d
Star Tribes!/Culture
0
62
820
819
2020-07-07T00:43:32Z
imported>Segmarian
0
12 revisions imported
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a Child to take on a Way, becoming a Youth. It requires a test of the skills of either Warrior, Priest, Warpriest or Specialist.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
[[Category:Action!]]
[[Category:Star Tribes!]]
f61e98b574d3c3a908ebe7b18fe6a06d97ad8137
Exalted
0
10
105
104
2020-07-07T00:54:46Z
Miraheze>Segmarian
0
11 revisions imported
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[/Charmbuilder|Charm building]]
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
d21da45a473013ccca2dffc360bc5a8e0f89adcd
106
105
2020-07-08T15:55:24Z
Miraheze>Segmarian
0
2 revisions imported
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[/Charmbuilder|Charm building]]
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
[[Category:Exalted]][[Category:Games]]
d21da45a473013ccca2dffc360bc5a8e0f89adcd
Category:Exalted
14
11
113
112
2020-07-07T00:56:15Z
Miraheze>Segmarian
0
2 revisions imported
wikitext
text/x-wiki
[[Image:Solar_Exalted_Logo.gif|link=Exalted]]<br>
[[Category:Exalted]]
82da02593fd85d9825c91dd02f2e9748bd60d4bc
Main Page
0
1
208
207
2020-07-07T01:00:07Z
Miraheze>Segmarian
0
92 revisions imported
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
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03568c50c66200a91cfa2ab7bcd1ff6d697d57cd
209
208
2020-07-11T14:18:08Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
== Welcome to {{SITENAME}}! ==
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
8ca6020933632872e2805542abd5325497e99858
210
209
2020-07-11T14:18:41Z
Miraheze>Segmarian
0
/* Welcome to {{SITENAME}}! */
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
77d72421b373388d6a9584388b513bd2efef5565
Savage Worlds
0
2
3
2
2020-07-11T12:55:02Z
Miraheze>Segmarian
0
1 revision imported
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die. If the Skill die is larger than the Attribute die, the Skill Roll receives -2.
==Character Construction==
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charismabased.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session´(or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain +4 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
9a9dd1f23048082ad5dcae921c02b401c052fc3a
Savage Worlds/Tenochtitlan
0
7
61
60
2020-07-11T12:55:03Z
Miraheze>Segmarian
0
1 revision imported
wikitext
text/x-wiki
==Characters==
==Wild Cards==
*
ae3c4e33c6ec56131a62f9bd816670bef2610c6c
Main Page
0
1
211
210
2020-07-11T14:19:34Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
[[Category:Main]]
__NOTOC__
<div>
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
</div>
<div>
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
</div>
==Old==
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=== For the bureaucrat(s) of this wiki ===
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ba7ce25460a1226cd1eaac3ae38f9b145a49f8e1
212
211
2020-07-11T14:20:11Z
Miraheze>Segmarian
0
/* Welcome to {{SITENAME}}! */
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
[[Category:Main]]
__NOTOC__
<div class="col-6">
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
</div>
<div class="col-6">
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
</div>
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
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e49171b766d2db1926e928b07080ef6d37393b0e
213
212
2020-07-12T19:48:29Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
[[Category:Main]]
__NOTOC__
<div class="row">
<div class="col-6">
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
</div>
<div class="col-6">
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
</div>
</div>
==Old==
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=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
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ad15f00516b806800fdc51448c001fbfba76ca08
214
213
2020-07-12T19:49:09Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
<div class="row">
<div class="col-6">
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
</div>
<div class="col-6">
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
</div>
</div>
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
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22ccdb953c44e6c2416de7e9f8086ac19e4cee86
215
214
2020-07-12T19:49:58Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
[[Category:Main]]
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
<div class="row">
<div class="col-6">
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
</div>
<div class="col-6">
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
</div>
</div>
==Old==
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=== For the bureaucrat(s) of this wiki ===
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==== But Miraheze, I still don't understand X! ====
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* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
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95619d3d8f838e8fcfbd8c7b51d378ce77639bdf
216
215
2020-07-12T22:53:51Z
Miraheze>Segmarian
0
/* Welcome to {{SITENAME}}! */
wikitext
text/x-wiki
__NOTOC__
<div class="row">
<div class="col-6">
= Welcome to {{SITENAME}}! =
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
</div>
<div class="col-6">
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
</div>
</div>
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
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==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
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* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
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[[Category:Main]]
ac065956bc4b3179d36a9fa105cab685357ed2d3
217
216
2020-07-12T23:02:13Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<div class="row">
<div class="col-6">
asdasdasdasd
</div>
<div class="col-6">
tdhgfdsafsd
</div>
</div>
= Welcome to {{SITENAME}}! =
__NOTOC__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
39dce1560281a7f100f11aa82458c1fc459db378
218
217
2020-07-12T23:03:54Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
ee08f7d99d7f2e4bfbf0af35686a77744b6f2eca
219
218
2020-07-12T23:06:00Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
{{col-break}}
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
7010f90c5363bcafe7b482f1312a7d80e4cd0b3d
220
219
2020-07-12T23:10:16Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin|width:45%}}
{{col-break}}
== Roleplaying ==
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
b93d6079287c5f622f94d56315bb0a7e17e87f4e
221
220
2020-07-12T23:18:11Z
Miraheze>Segmarian
0
/* Welcome to {{SITENAME}}! */
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
82cceaece1d3bb5e3740c497323cc2b3cb859ef4
222
221
2020-07-12T23:19:51Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
6ca509366b9aa7ff59b81ec6207a2919ada4100e
223
222
2020-07-12T23:33:25Z
Miraheze>Segmarian
0
Added __NOTITLE__
wikitext
text/x-wiki
__NOTOC__
<nowiki>__NOTOC__</nowiki>
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
6cb457772f2449d15d439b69fdae9dd1e3069b7b
224
223
2020-07-12T23:33:59Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
__NOTITLE__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
d14e3735407b73896aee861706aa9d45282917d7
225
224
2020-07-17T22:02:36Z
Miraheze>Segmarian
0
/* Welcome to {{SITENAME}}! */
wikitext
text/x-wiki
__NOTOC__
__NOTITLE__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD Action!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
9170dabf36172497e34d12cd9fb240f29af097a3
226
225
2020-07-17T22:02:57Z
Miraheze>Segmarian
0
/* Roleplaying */
wikitext
text/x-wiki
__NOTOC__
__NOTITLE__
= Welcome to {{SITENAME}}! =
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
[[Category:Main]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
26d0983f7644af3cf0a4e546ca5761df2a710a87
227
226
2020-07-18T08:25:05Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
0fe7781eec4038d038d73f868e563f4afea328d7
228
227
2020-08-28T21:57:28Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
e548cbde71b3232e657e26ca769bd91ceaad74c8
229
228
2020-09-03T19:42:34Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
fd4faf4d63e8a42b31dcd3187904883f203d00b9
230
229
2020-09-26T14:15:27Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
==Old==
This Main Page was automatically created by a wiki creator (a volunteer who created this wiki per a request), and it seems it hasn't been replaced yet.
=== For the bureaucrat(s) of this wiki ===
Hello, and welcome at your new wiki! Thank you for choosing Miraheze for the hosting of your wiki, and we hope you will enjoy our hosting.
You can immediately start working on your wiki, whenever you want.
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
=== For a visitor of this wiki ===
Hello, the default Main Page of this wiki (this is the default Main Page) has not been replaced yet by the bureaucrat(s) of this wiki. The bureaucrat(s) might still be working on a Main Page, so please check this page again later!
[[Category:Main]]
74f370c812a8ab04575037b0cda21336e91c9a52
231
230
2020-09-26T14:56:41Z
Miraheze>Segmarian
0
/* Old */
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
869c761b8fc42d28114eed19cfa306148b31c666
232
231
2020-11-24T17:08:02Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Chaos Factor|Chaos Factor]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
f46af75e9695fee31995fb8f79c6df71fe426f0a
233
232
2020-12-08T14:20:51Z
Miraheze>Segmarian
0
Text replacement - "Chaos Factor" to "Future Level"
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Future Level|Future Level]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
04a76af971ce58bba09c6603dba928ff3ddc0268
234
233
2020-12-08T20:13:28Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Alpha Omega]]
:*[[Future Level|Future Level]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
85518eb8440f8764200ea21e0a2f332d9a677046
235
234
2020-12-08T20:15:17Z
Miraheze>Segmarian
0
Text replacement - "Future Level" to "Alpha Omega"
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Alpha Omega]]
:*[[Alpha Omega|Alpha Omega]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
5284ba726dc857352df109d3b594cf9a47aff0ff
236
235
2020-12-08T20:22:13Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
8399a08f52d33cfae569188dd8208e7ad07f3848
237
236
2021-01-13T09:08:46Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[City of Mists|City of Mists]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
b41b12fe71b46bf5fa6a127df0f51ef7917c6083
238
237
2021-01-24T21:04:33Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[City of Mists|City of Mists]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
fd28f5af5b6c3953fa571f0ee9dea53533b27467
239
238
2021-01-28T07:19:23Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[City of Mists|Angel Station]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
234ac9dff5b2e533720f00a72a3b398f7b2fc592
240
239
2021-01-28T07:27:06Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[L5R]]
:*[[Nyaka]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Scions|Scions]]
:*[[Star Traveller]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Chaos|Project Chaos Reborn]]
:*[[Savage Worlds]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
7b73b8c37b5442e8b091f6e0a497669a00a4b9dd
241
240
2021-04-13T09:18:19Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
374e93fa1e0f586cf5786e269c98d45577caf1af
Template:Col-begin
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2020-07-12T23:15:27Z
Miraheze>Segmarian
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Template:Col-break
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Miraheze>Segmarian
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Created page with "  | style="{{#if:{{{width|}}}|width: {{{width}}}; }}text-align: {{{align|left}}}; vertical-align: {{{valign|top}}}; {{#if: {{{gap|}}}|padding-left: {{{gap}}};}} {{{style|}..."
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Miraheze>Segmarian
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Created page with "  |}</div> "
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Action!/Schtick/Animal
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374
373
2020-07-15T10:42:12Z
imported>Segmarian
0
/* Spiritual Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite doing [Martial Arts+Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
822a8849df5a0f73e0bfdf20d76b226f7af3d8af
375
374
2020-07-15T10:45:44Z
imported>Segmarian
0
/* Spiritual Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Double any Bite Damage. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 25), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
a3c642a6e6f33465ee2442aa5b1072e83c20710c
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2020-07-15T10:50:03Z
imported>Segmarian
0
/* Vital Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage a number of times equal to times target has been afflicted by Bite, Max 2 times. Regain up to 5 Shock points of Shock points dealt.<br>
Advancement: Increase instances (Progression 10), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
ff1acbdb7d5a825fd2bf4b3b8d5008e172356d39
377
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2020-07-15T11:22:02Z
imported>Segmarian
0
/* Vital Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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0
/* Soul Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]/[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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378
2020-07-15T11:29:53Z
imported>Segmarian
0
/* Summmoning Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]/[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
05aaa8e6a2ea0ede1173b30095edca4d2147054a
380
379
2020-07-15T11:30:57Z
imported>Segmarian
0
/* Intimidating Call */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Action Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
21cec822c8c097e5163eee0ebc3608c928c9aa42
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imported>Segmarian
0
/* Crush */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Climb===
Climb 1<br>
Climb: You may Climb at your normal Move Speed this Sequence..
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
ce5c29a33e96c2214ad55bbe4b0f7db1662ffbc1
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imported>Segmarian
0
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance.
===Cat Climb===
Climb 3<br>
Climb:
===Snake Climb===
Climb 4<br>
Climb: You may Climb at your normal Move Speed this Sequence.
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
c747e9eccbbb9b2d00b9f48ed1833dc57bbfff89
Action!/Attribute
0
33
504
503
2020-07-18T08:36:04Z
imported>Segmarian
0
wikitext
text/x-wiki
<div class="container">
<div class="row">
{{Template:Action!}}
</div>
<div class="row">
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Construction|Construction]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
</div>
</div>
9b4b8f421e8c8413129f81e054611d11a19d6298
Savage Worlds
0
2
4
3
2020-12-10T07:51:04Z
Miraheze>Segmarian
0
/* Improved Preparation */
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die. If the Skill die is larger than the Attribute die, the Skill Roll receives -2.
==Character Construction==
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charismabased.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session´(or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
99a4de9b89035df6700d06a345e17cfda3fcc7c4
5
4
2020-12-10T07:51:31Z
Miraheze>Segmarian
0
/* Improved Preparation */
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die. If the Skill die is larger than the Attribute die, the Skill Roll receives -2.
==Character Construction==
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charismabased.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session´(or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
c4c4e1a66219cd6fb4195084fa6c05f7a9a6f932
Action!/Schtick/Fu/Brawling
0
45
662
661
2020-12-19T23:50:02Z
imported>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict any Damage.<br>
Progression: Knockdown on Hit (+40 points), Kick Damage (Normal Progression), Action required is now a Move (40 points), Attack may be used as a Hit Counter (+60 points, requires Move Action enhancement)
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.<br>
Progression: Damage (Normal Progression), AV (AV Progression), Impairment (Progression according to Cause Impairment Fu Power), Add Stun Damage (80 points), Add Fatigue Damage (80 points)
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as a light weapon, +8 Damage and breaks on the first Attack.<br>
Progression: Damage (Normal Progression), Weapon lasts encounter (+20), Weapon may also cause Bleed (40), Weapon also causes Bleed (100)
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.<br>
Progression: Damage (Normal Progression), Add Focus prerequisite: Add +5 AV to the Attack (0 points), Add Knockdown Damage (120 points), Add a Knockdown on Shockpoints (40 points), Add a Knockdown on Hit (+40 points, req Kd on Sp)
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 2 SP: +2 levels of Damage, causes Knockdown on hit.
Progression: SP Cost -1 (20), Damage (Normal Progression), Drain Shockpoints (Max 5) (40 points), Drain Shockpoints (No max) (+40 points).
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +5 AV.
Progression: AV (Normal AV), Damage (Normal Progression), Knockback (Double Normal Progression)
4240060a6a189777adc6547f9edbfa3de4bb2e42
663
662
2020-12-19T23:51:39Z
imported>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
==== Low Kick ====
Focus Requirement: 0<br>
Strength Requirement: 5<br>
Attack: A kick that does +5 Damage, with a Knockdown if you inflict any Damage.<br>
Progression: Knockdown on Hit (+40 points), Kick Damage (Normal Progression), Action required is now a Move (40 points), Attack may be used as a Hit Counter (+60 points, requires Move Action enhancement)
==== Body Blow ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Attack: You perform a stunning blow to the body doing +5 Damage. The opponent receives a -1 impairment for EV rounds. This is specifically cumulative with Body Blow.<br>
Progression: Damage (Normal Progression), AV (AV Progression), Impairment (Progression according to Cause Impairment Fu Power), Add Stun Damage (80 points), Add Fatigue Damage (80 points)
==== Bottle Fight ====
Focus Requirement: 0<br>
Strength Requirement: 6<br>
Anything one-handed picked up now counts as a light weapon, +8 Damage and breaks on the first Attack.<br>
Progression: Damage (Normal Progression), Weapon lasts encounter (+20), Weapon may also cause Bleed (40), Weapon also causes Bleed (100)
==== Wild Swing ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
Attack: A punch that does +8 damage, hitting all nearby targets. You may not perform an Active Defense until you take your next Action.<br>
Progression: Damage (Normal Progression), Add Focus prerequisite: Add +5 AV to the Attack (0 points), Add Knockdown Damage (120 points), Add a Knockdown on Shockpoints (40 points), Add a Knockdown on Hit (+40 points, req Kd on Sp)
==== Neck Blow ====
Focus Requirement: 0<br>
Strength Requirement: 7<br>
You aim for the neck.<br>
Successful Attack, 2 SP: +2 levels of Damage, causes Knockdown on hit.
Progression: SP Cost -1 (20), Damage (Normal Progression), Drain Shockpoints (Max 5) (40 points), Drain Shockpoints (No max) (+40 points).
==== Roundhouse Punch ====
Focus Requirement: 0<br>
Strength Requirement: 8<br>
Attack: A punch that does +8 damage, +5 AV.
Progression: AV (Normal AV), Damage (Normal Progression), Knockback (Double Normal Progression)
[[Category:Pages with broken file links]]
b1714e9e08843452beac7db7b0c75aeef8cc32dd
Action!/Equipment/Armor
0
30
465
464
2021-02-18T23:00:52Z
imported>Segmarian
0
wikitext
text/x-wiki
{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt, Light protective vest
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Protective vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Near future protective coveralls, Imperial Guard Armor, Near future soft armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced near future protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit
|-
||+15|||Reinforced near future protective armor
|-
||+16|||Space Marine armor, Heavy near future combat armor
|-
||+17|||Reinforced heavy near future combat armor
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
6f87486935787fd93f5e1e5b6143c76d0b0235d4
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{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt, Light protective vest
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Protective vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Near future protective coveralls, Imperial Guard Armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced near future protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit
|-
||+15|||Reinforced near future protective armor
|-
||+16|||Space Marine armor, Heavy near future combat armor
|-
||+17|||Reinforced heavy near future combat armor
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
6069b6db4b12541a2854c1b0a32d974731e04aef
Action!/Equipment/Armor
0
30
467
466
2021-08-24T10:45:20Z
imported>Segmarian
0
wikitext
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{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt, Light protective vest
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Protective vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Near future protective coveralls, Imperial Guard Armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced near future protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit
|-
||+15|||Reinforced near future protective armor
|-
||+16|||Space Marine armor, Heavy near future combat armor
|-
||+17|||Reinforced heavy near future combat armor
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
[[Category:Action!]]
f134e3da3db9fc22fece81ae43ed3a3799787ee9
Action!/Character
0
52
766
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2021-09-14T12:17:14Z
imported>Segmarian
0
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text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Character points==
Characters are built on 60 points, divided into 3 parts.
* 20 '''[[Attributes (Action!)|Attribute]]''' points
* 20 '''[[Skills (Action!)|Skill]]''' points
* 20 '''[[Schticks (Action!)|Schtick]]''' points
Any type of point may be exchanged for another at a rate of 2:1. Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
Some characters receive more points [[#Skill Max|see below]].
==Character Attributes==
All attributes start at 5. Sometimes '''[[Attributes_(Action!)#Soul|Soul]]''' attributes start at 0. Ask your DM.
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the Attribute maximum, normally 13 before modifiers).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is normally 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
<div class="containter3">
<div>
You may not have more than the square root (total points) +6 in a Skill. This is called the SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||49|||13
|-
||1|||7|||64|||14
|-
||4|||8|||81|||15
|-
||9|||9|||100|||16
|-
||16|||10|||121|||17
|-
||25|||11|||144|||18
|-
||36|||12|||169|||19
|}
</div>
<div>
The following table shows the experience needed to reach, or the character points received at, a certain SkillMax.
{| class="wikitable"
||Total Points|||SkillMax|||Total points|||SkillMax
|-
||0|||6|||20/20/20|||13
|-
||1|||7|||26/26/26|||14
|-
||2/2/2|||8|||32/32/32|||15
|-
||3/3/3|||9|||38/38/38|||16
|-
||7/7/7|||10|||45/45/45|||17
|-
||10/10/10|||11|||53/53/53|||18
|-
||16/16/16|||12|||62/62/62|||19
|}
</div>|
</div>
{{Special:PrefixIndex/{{FULLPAGENAME}}/ ||stripprefix=1}}
5ad194daadedee6e0651cb3404c4f7723c8db576
Action!/Schtick/Sorcery/Blast
0
39
609
608
2021-10-08T14:14:11Z
imported>Segmarian
0
/* Area */
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[[Category:Action!]][[Category:Schtick]][[Category:Sorcery]]
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15/Power/3]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
ec68805786e5fede6afce83f1d8fab28bd5efb31
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0
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text/x-wiki
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15/Power/3]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Sorcery]]
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2021-10-25T19:14:06Z
imported>Segmarian
0
/* Power Effects */
wikitext
text/x-wiki
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15/Power/3]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Sorcery]]
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
[[Category:Action!]]
[[Category:Schtick]]
[[Category:Sorcery]]
64a57cfda1adc54220615f71e8c46980889084dc
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2022-08-24T07:12:50Z
imported>Segmarian
0
wikitext
text/x-wiki
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15/Power/3]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
[[Category:Action!]]
[[Category:Schtick]]
5cea2bf4d9190f8ced907944c3792edaccc1fbc8
Main Page
0
1
242
241
2021-10-20T19:47:37Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyper Asia Nordic]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
7c09aade54182acd3570d38539e055c1f445bdf9
243
242
2021-10-27T12:12:10Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyperpunk!]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
8337758e871ac53898a3026ffe1ff16a4270471c
244
243
2021-11-10T23:00:59Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyperpunk!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
6d584fd8305c26ab84e9de563956ea2090e75041
245
244
2021-11-16T19:41:27Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyperpunk!]]
:*[[Reeds||Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
7208619fc8bc43d84821e618028a14c1eb1b0b4c
246
245
2021-11-16T19:41:37Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyperpunk!]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
5c955979d47c9198ee049fc91213b5b8290c2769
247
246
2021-12-28T20:50:56Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyperpunk!]]
:*[[Cortex Worlds]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
ddf70b5dea889d4143f8913cf1046a2fa34adcbd
248
247
2022-01-21T23:21:02Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyperpunk!]]
:*[[Cortex Worlds]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
3fbc1463fa98d885bc39b5142510e3df517f4411
249
248
2022-02-17T13:51:08Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Hyperpunk!]]
:*[[Cortex Worlds]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
b22b1834672dbeed541b9ab8e202c6f2dda7a1a1
250
249
2022-03-24T10:28:11Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
dbb66828e1b303a164f8d20fa1091c159c94a5c7
251
250
2022-04-22T13:25:50Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[World of Darkness]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
e4ee167d88344f27e255e8f58a97883b040f0883
252
251
2022-05-02T16:34:09Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[World of Darkness]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
a47fbe166746a6157015cafb6eee0754e2c4b104
253
252
2022-05-30T16:35:38Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[World of Darkness]]
:*[[Exalted]]
:*[[Amber]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[Dark Empires]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[L5R]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
5346a868c35fa47ff5deee3cc7b50f20b6ede2bd
Ares Firefight
0
29
458
457
2021-10-31T10:04:14Z
imported>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}{{Template:Shadowrun!}}
=== Gun Kata ===
Focus 7<br/>
You may now use Guns with Martial Arts, even shooting in close combat.<br/>
You may attack with Guns in close combat, doing Strength+(Strength/2)+5 resisted by Toughness, doing damage to Shots, not Wounds, but shockpoints as usual.
=== Bullet Ballet ===
Focus 9<br/>
Attacked: You may make a Free Move after the Attack.<br>
Attacked, 2 Shots: You may make a Free Move before the Attack and perform a Free Attack.
=== Statistic Prediction ===
Focus 10<br/>
Your Martial Arts Defense is increased by 4.
=== Firefight Stance ===
Focus 11<br/>
Focus, Stance: You gain the following abilities:<br/>
Passive: You gain +5 to Initiative.<br/>
Passive: You regenerate 2 extra Shots each Sequence.<br/>
Focus: Regain 2 Shots.
Firefight Attack: You gain +1 AV to your Martial Arts Firefight Attacks until the end of your Sequence.
4b7322333dfbe0259cc7a4779544e2149cd1b82e
Boxing (Action!)
0
44
649
648
2021-10-31T10:46:02Z
imported>Segmarian
0
wikitext
text/x-wiki
{{:Template:Kung Fu}}
Boxing weapons include fists, elbows and head.
==== Jab ====
Requirements: Agility 6<br/>
Jab Attack: +5 Damage.<br/>
Jab Attack, 1 SP: Damage +5, Move 1.<br/>
Regain 3 Shockpoints if you only made Jabs this Sequence.
==== One-Two Combination ====
Requirements: Strength 6, Agility 6<br/>
Jab, Hit: You may perform a Cross or Uppercut.
==== Uppercut ====
Requirements: Strength 8<br/>
Attacked, 5 SP: Uppercut Counter after Attack with Damage +10.<br>
Attack, 1 SP: Damage +8.<br/>
==== Hook ====
Requirements: Strength 7<br/>
Attacked, 3 SP: Hook Counter if Hit, Damage +8.<br>
Hook Attack: Damage +5.<br>
==== Cross ====
Requirements: Strength 7<br/>
Cross Attack: Damage +5, Knockdown on SP.<br/>
Cross Attack, 1 SP: Damage+2, Double EV. <br/>
==== Conditioning ====
Requirements: Strength 7, Toughness 7<br>
''"The forehead is the hardest bone in the body." - Gladiator(1992)''<br>
Passive: Add your [[Strength (Action!)|Strength]] to your [[Toughness (Action!)|Toughness]] against Martial Arts Attacks. (4+4-1)<br/>
Passive: You have Strength extra Shockpoints. (4+3+1)<br/>
3SP: Ignore Knockdown. (1-3)
==== Sway ====
Requirements: Agility 7<br>
"When the rumba rhythm starts to play." - Rosemary Clooney<br>
Active Defense: Your [[Martial Arts (Action!)|Martial Arts]] Active Defense is 3 higher than normal.<br>
5 SP: Active Defense.
==== Boxer's Arsenal ====
Requirements: Wits 8<br>
Passive: Your fists and other body parts do +[[Wits (Action!)|Wits]] Damage.<br/>
==== Boxing Stance ====
"Float like a butterfly, sting like a bee" -Muhammad Ali aka Cassius Clay<br>
Requirements: 3 other Boxing Schticks, Agility 7, Toughness 7, Strength 7, Focus 8<br>
Stance, Focus: Provides the following effects:<br>
You may Passively Defend any Attack with Martial Arts.<br>
Boxing Attack, Shot: You may make a Jab and another Boxing Attack, in that order. If the Jab hits, gain +3 AV on the second Attack.<br>
Successful Active Defense: Regain 3 Shots.
==== Rope-A-Dope ====
Requirements: Agility 7<br/>
Active Defense: Add Soak equal to your Agility against this Attack. (3+3)
==== Follow-up ====
Requirements: Agility 7<br/>
Follow-up Attack, Cause Wound: You may perform a Boxing Attack. (8-2+2(After Hit))
==== Footwork ====
Requirements: Agility 7, Toughness 7<br/>
Free: Active Defense once per Sequence.<br/>
Active Defense: Free Move, Free Interaction.<br/>
Action: Active Defense +3(Total +8) until next Action.<br/>
==== Overhead Blow ====
Requirements: Strength 8, Agility 8<br/>
Overhead Blow Attack: Damage +8. Also causes Shot loss on Wounds. Causes 1 Impairment EV sequences.
==== Clinch ====
Requirements: Toughness 7, Focus 6<br/>
Boxing Attack, Hit: Abort the Attack and gain [Focus] temporary SP. They disappear at the end of the fight.
==== Liver Punch ====
Requirements: Strength 8, Toughness 6<br/>
Attack, 1SP: Damage +5, -1/5 EV Impairment for EV Sequence.
===Not Classical Boxing===
==== Bolo Punch ====
Rotating Semi-uppercut.
==== Hammer Blow ====
Downstrike.
==== Rabbit Punch ====
Dangerous blow at back of head.
ce62b91842deea6c728afc9f2ddac1d517b9c0dd
Action!/Schtick/Animal
0
22
383
382
2022-02-08T07:42:34Z
imported>Segmarian
0
/* Life in Harmony */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Halve incoming Damage.<br>
Advancement: Increase Divisor by 1 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance.
===Cat Climb===
Climb 3<br>
Climb:
===Snake Climb===
Climb 4<br>
Climb: You may Climb at your normal Move Speed this Sequence.
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
7e07b1e87097316c04de77d1242a77a128b55e73
384
383
2022-02-08T07:43:49Z
imported>Segmarian
0
/* Invincible Armor */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance.
===Cat Climb===
Climb 3<br>
Climb:
===Snake Climb===
Climb 4<br>
Climb: You may Climb at your normal Move Speed this Sequence.
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
f6d9162e0f8a07e855f7f587ce50a471994108ee
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384
2022-02-08T07:45:29Z
imported>Segmarian
0
/* Eternal Harmony */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 7), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance.
===Cat Climb===
Climb 3<br>
Climb:
===Snake Climb===
Climb 4<br>
Climb: You may Climb at your normal Move Speed this Sequence.
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
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imported>Segmarian
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/* Vital Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance.
===Cat Climb===
Climb 3<br>
Climb:
===Snake Climb===
Climb 4<br>
Climb: You may Climb at your normal Move Speed this Sequence.
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
08e0930f549294e98db7bb6f56c19e0dbedf4484
387
386
2022-02-08T07:50:01Z
imported>Segmarian
0
/* Inherent Charge */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
[[Category:Action!]]
[[Category:Schtick]]
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance.
===Cat Climb===
Climb 3<br>
Climb:
===Snake Climb===
Climb 4<br>
Climb: You may Climb at your normal Move Speed this Sequence.
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
c363a89cf1aa473211d123b915fd8f4dabef7ef2
388
387
2022-02-08T07:54:00Z
imported>Segmarian
0
/* Climb */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
[[Category:Action!]]
[[Category:Schtick]]
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may Climb at your normal Move Speed this Sequence.
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
303f71bf6310fabe73cc87bb46e9646024e49ce7
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imported>Segmarian
0
/* Snake Climb */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
[[Category:Action!]]
[[Category:Schtick]]
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
[[Category:Action!]]
[[Category:Schtick]]
===Spider Climb===
Climb 5<br>
Climb: You may Climb at your normal Move Speed this Sequence.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
a201a28f4c5fd1259a9fca5c1c90ff58cd92015b
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389
2022-02-08T07:58:11Z
imported>Segmarian
0
/* Spider Climb */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
[[Category:Action!]]
[[Category:Schtick]]
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
[[Category:Action!]]
[[Category:Schtick]]
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Action using a Schtick gained through Cunning Inspired (add a positive die).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
===Crafty===
Cunning 4<br>
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
f21950aceb695e56c2058595e7826eb8b27eac98
391
390
2022-02-08T08:02:13Z
imported>Segmarian
0
/* Cunning */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
[[Category:Action!]]
[[Category:Schtick]]
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
[[Category:Action!]]
[[Category:Schtick]]
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
385a888b929456c2d297f5e008f3ee6f3aeedb0b
392
391
2022-02-08T08:05:12Z
imported>Segmarian
0
/* Cunning */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
[[Category:Action!]]
[[Category:Schtick]]
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
[[Category:Action!]]
[[Category:Schtick]]
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Disease==
Disease 1<br>
Base Effect.
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
2cbdebc65616fdf5569e8d73a31855bdd19ea6ae
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2022-02-08T08:07:57Z
imported>Segmarian
0
/* Disease */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent.The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires an Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose an Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
[[Category:Action!]]
[[Category:Schtick]]
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
[[Category:Action!]]
[[Category:Schtick]]
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
[[Category:Action!]]
[[Category:Schtick]]
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
[[Category:Action!]]
[[Category:Schtick]]
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
[[Category:Action!]]
[[Category:Schtick]]
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
[[Category:Action!]]
[[Category:Schtick]]
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
[[Category:Action!]]
[[Category:Schtick]]
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
[[Category:Action!]]
[[Category:Schtick]]
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Disease==
Disease 1<br>
Inflict [Animal Powers + Focus] Damage.<br>
Focus:
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]][[Category:Schtick]]
65a0078b0d0fbd33b4e027321da3fac95b81a370
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2022-03-30T03:15:35Z
imported>Segmarian
0
/* Transformed Animal Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Inflict [Animal Powers + Focus] Damage.<br>
Focus:
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
58605e7ee7c3393290bb7c1600c2f63123c5b938
Star Tribes!/Culture
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2022-03-29T19:57:01Z
imported>Segmarian
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/* Star Tribes History */
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a Child to take on a Way, becoming a Youth. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
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2022-03-29T19:58:01Z
imported>Segmarian
0
/* Ritual of the Chosen Way */
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a tribesperson, most often a Child, to take on a Way, becoming a Youth in that Way. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
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2022-03-29T20:16:11Z
imported>Segmarian
0
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a tribesperson, most often a Child, to take on a Way, becoming a Youth in that Way. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
===Ritual of Tribal Return===
===Ritual of Grievance===
Duel.
===Ritual of Absolution===
Accept a Tribe member's actions and absolve them of the consequences. May be performed by the Family, the Tribe or the People.
===Ritual of Contrition===
Show remorse and accept consequences for a past decision.
===Ritual of Defiance===
Defy a Moot decision.
===Ritual of Acceptance===
Accept a Moot decision.
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2022-03-29T20:16:58Z
imported>Segmarian
0
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a tribesperson, most often a Child, to take on a Way, becoming a Youth in that Way. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
===Ritual of Tribal Return===
===Ritual of Grievance===
Duel.
===Ritual of Absolution===
Accept a Tribe member's actions and absolve them of the consequences. May be performed by the Family, the Tribe or the People.
===Ritual of Contrition===
Show remorse and accept consequences for a past decision.
===Ritual of Defiance===
Defy a Moot decision.
===Ritual of Acceptance===
Accept a Moot decision.
[[Category:Star Tribes]]
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2022-03-29T20:18:03Z
imported>Segmarian
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/* Ritual of Tribal Return */
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a tribesperson, most often a Child, to take on a Way, becoming a Youth in that Way. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
===Ritual of Returning===
Welcome a member back into Family or Tribe after a period of being away.
[[Category:Star Tribes]]
===Ritual of Grievance===
Duel.
===Ritual of Absolution===
Accept a Tribe member's actions and absolve them of the consequences. May be performed by the Family, the Tribe or the People.
===Ritual of Contrition===
Show remorse and accept consequences for a past decision.
===Ritual of Defiance===
Defy a Moot decision.
===Ritual of Acceptance===
Accept a Moot decision.
[[Category:Star Tribes]]
35e54cb0abb0945b08764fe3ea6d65ca7294ba71
Action!/Schtick/Fu/Crane
0
60
802
801
2022-03-29T20:36:35Z
imported>Segmarian
0
Segmarian moved page [[Crane Style (Action!)]] to [[Action!/Schtick/Fu/Crane]]
wikitext
text/x-wiki
{{:Template:Kung Fu}}
=== Crane Style Kung Fu ===
This style may be used with fist, kick, and one-handed swords.
==== Wing of the Crane ====
Focus 6<br>
Action: You spend an Action focusing on Crane Style Kung Fu, gaining a +5 AV, +10 EV bonus to your next Crane maneuver. This bonus lasts until you make your next Action.
==== Bowing Crane ====
Focus 6<br>
Passive: You may Passively Defend against all attacks with Martial Arts.
==== The Crane Strikes ====
Requires Wing of the Crane, Bowing Crane<br>
Focus 7<br>
Attack: Add Agility to Martial Arts Damage.<br>
==== Jump of the Crane ====
Requires The Crane Strikes
Focus 8<br>
Move: Jump Agility+Focus meters away, half that in height.
==== Graceful Crane Stance ====
Requires Jump of the Crane<br>
Focus 10<br>
Graceful Crane Stance: You may use your Focus x 2 as Strength, but not use weapons. 4
==== Sleeping Crane ====
Requires Graceful Crane Stance<br>
Focus 12<br>
Graceful Crane Stance, Focus: You may make two attacks per Action with no penalty. Add Focus to Martial Arts EV.
==== Flight of the Crane ====
Prereq: Graceful Crane Stance<br>
Focus 12<br>
Focus: You may run on air at a speed of Move up to Focus sequences. Your Move is increased to Agility+Focus.<br>
[[Category:Action!]][[Category:Fu]][[Category:Schtick]]
5950fb2c80609273e7a72fd145b37fe6092c5e68
Star Tribes!/Character
0
51
720
719
2022-03-30T06:22:06Z
imported>Segmarian
0
/* The People */
wikitext
text/x-wiki
[[Category:Action!]][[Category:Star Tribes!]][[Category:Mecha!]][[Category:Space Opera!]]
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Specialist Networks====
Have access to [[Action!/Schtick/Proficiency|Skill]] and [[Action!/Schtick/Attribute]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
a6971e120ed3b6b9c037b2cd635c47a742d8a44c
721
720
2022-03-31T06:26:52Z
imported>Segmarian
0
/* Specialist Networks */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribe!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Agility (Action!)|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
995bb87eacee651787a52ea4be5c9e9d2d29d025
722
721
2022-08-08T06:27:08Z
imported>Segmarian
0
Text replacement - "Agility (Action!)" to "Action!/Attribute/Agility"
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribe!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
d21df692151656299df7eb9a27750d09481f3456
723
722
2022-08-25T07:10:54Z
imported>Segmarian
0
/* The People */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribe!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Varies. Most often 2 '''[[Fantasy!/Schtick|Schtick]]''' points buy 1 '''[[Fantasy!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
2374ca35929f2759d3e11faacf87aac312151b8a
724
723
2022-08-25T07:12:08Z
imported>Segmarian
0
/* Schtick Points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribe!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy 1 '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
ce8b16303e878547be8b07f9c807d68062c30a11
725
724
2022-08-25T07:14:09Z
imported>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribe!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
a9373a7bd0ce436297e73aa5767f0b9c4e49cb0b
726
725
2022-08-25T07:14:59Z
imported>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of (often campaign-specific) '''[[Classes_(Action!)|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
0eb28dd0cedcd0bf527c3d1928309ff8d9a1483e
Action!/Attribute/Agility
0
19
299
298
2022-08-08T06:24:37Z
imported>Segmarian
0
Segmarian moved page [[Agility (Action!)]] to [[Action!/Attribute/Agility]]
wikitext
text/x-wiki
Used for speed- and agility-related physical actions. Contributes to [[Shot Count (Action!)|Shot Count]] and [[Move (Action!)|Move]].
[[Category:Action!]]
[[Category:Attribute]]
8920ba8a9743aaeecd4936e42bf1cd68fcb97e73
Action!/Attribute
0
33
505
504
2022-08-08T06:27:04Z
imported>Segmarian
0
Text replacement - "Agility (Action!)" to "Action!/Attribute/Agility"
wikitext
text/x-wiki
<div class="container">
<div class="row">
{{Template:Action!}}
</div>
<div class="row">
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[/Influence|Influence]]|||[[/Resources|Resources]]|||[[/Status|Status]]
|-
|colspan=3|'''[[#Construction|Construction]]'''
|-
||[[/Intensity|Intensity]]|||[[/Versatility|Versatility]]|||[[/Capacity|Capacity]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[/Wound Threshold|Wound Threshold]]||5
|-
||[[/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
</div>
</div>
ad2e5ec2c5b515e28c3b0d16fb905a651e376184
Exalted
0
10
107
106
2022-08-08T06:30:40Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[The First Exalted]] - A singleplayer campaign
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[/Charmbuilder|Charm building]]
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
----
{{Special:PrefixIndex/{{FULLPAGENAME}}/ |stripprefix=1 |}}
39af4df8f4d81fe30b7fdd5f323ce0f58ec038a2
Earthdawn!/Discipline/Archer
0
27
447
446
2022-08-08T08:46:58Z
imported>Segmarian
0
Segmarian moved page [[Archer (Earthdawn!)]] to [[Earthdawn!/Discipline/Archer]]
wikitext
text/x-wiki
[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
[[Archer (Talents)]]
==1st Circle==
====[[Talents (Earthdawn!)#Adept|Archery Adept]]====
====[[Talents (Earthdawn!)#Direction Arrow|Direction Arrow (D)]]====
====[[Talents (Earthdawn!)#Karma Ritual|Karma Ritual]]====
====[[Talents (Earthdawn!)#Mystic Aim|Mystic Aim (D)]]====
====[[Talents (Earthdawn!)#True Shot|True Shot (D)]]====
==2nd Circle==
====[[Talents (Earthdawn!)#Durability|Durability (1/3)]]====
====[[Talents (Earthdawn!)#Sprint|Sprint]]====
==3rd Circle==
====[[Talents (Earthdawn!)#Flame Arrow|Flame Arrow]]====
====[[Talents (Earthdawn!)#Wound Balance|Wound Balance]]====
==4th Circle==
====[[Talents (Earthdawn!)#Adept|Agility Adept (Free)]]====
====[[Talents (Earthdawn!)#Thread Weaving|Thread Weaving (Arrow Weaving)]]====
====[[Talents (Earthdawn!)#Thread Weaving (Group)|Thread Weaving (Group)]]====
==5th Circle==
====[[Talents (Earthdawn!)#Physical Defense|Physical Defense]]====
====[[Talents (Earthdawn!)#First Impression|First Impression]]====
====[[Talents (Earthdawn!)#Stopping Aim|Stopping Aim (D)]]====
==6th Circle==
====[[Talents (Earthdawn!)#Adept|Archery Damage Adept (Free)]]====
====[[Talents (Earthdawn!)#Bank Shot|Bank Shot (D)]]====
====[[Talents (Earthdawn!)#Speak Language|Speak Language]]====
==7th Circle==
====[[Talents (Earthdawn!)#Increase Initiative|Increase Initiative]]====
====[[Talents (Earthdawn!)#Anticipate Blow|Anticipate Blow]]====
====[[Talents (Earthdawn!)#Call Arrow|Call Arrow (D)]]====
==8th Circle==
====[[Talents (Earthdawn!)#Spell Defense|Spell Defense]]====
====[[Talents (Earthdawn!)#Called Shot|Called Shot (D)]]====
====[[Talents (Earthdawn!)#Eagle Eye|Eagle Eye (D)]]====
6bafa0a2a39920c2a5ccfb6c103fcb4e1c8a770c
Earthdawn!/Discipline/Archer/Talents
0
28
451
450
2022-08-08T08:58:09Z
imported>Segmarian
0
Segmarian moved page [[Archer (Talents)]] to [[Earthdawn!/Discipline/Archer/Talents]]
wikitext
text/x-wiki
[[Category:Action!]][[Category:Earthdawn!]][[Category:Discipline]]
==1st Circle==
{{:Adept}}
<br> (Archery)
{{:Direction Arrow}}
{{:Karma Ritual}}
{{:Mystic Aim}}
{{:True Shot}}
==2nd Circle==
{{:Durability}}
{{:Sprint}}
==3rd Circle==
{{:Flame Arrow}}
{{:Wound Balance}}
{{:Adept}}
<br>(Agility)
{{:Thread Weaving}}
{{:Thread Weaving (Group)}}
==5th Circle==
{{:Physical Defense}}
{{:First Impression }}
{{:Stopping Aim}}
==6th Circle==
{{:Adept}}
<br> (Archery Damage)
{{:Bank Shot}}
{{:Speak Language}}
==7th Circle==
{{:Increase Initiative}}
{{:Anticipate Blow}}
{{:Call Arrow}}
==8th Circle==
{{:Spell Defense}}
{{:Called Shot}}
{{:Eagle Eye}}
e528c7c5a3d38b8db771f991998cb2c9d5f2a1cd
Star Tribes!/Character
0
51
727
726
2022-08-25T07:16:19Z
imported>Segmarian
0
/* Character Classes */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
3b5dfde66108d36e747cf450c78def47caddcbc6
728
727
2022-08-25T08:47:22Z
imported>Segmarian
0
/* Character Attributes */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources|Resources#Star Tribes!]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
3f45bf9fd37b54d459c54c52fd912efd566fe94a
729
728
2022-08-25T08:48:02Z
imported>Segmarian
0
/* Character Attributes */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resourcess#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
9ef1990a1b77431ec06b826e2312230c34fedd65
730
729
2022-08-25T08:53:23Z
imported>Segmarian
0
/* Character Attributes */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe bonuses==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
c8d5783795b513ca98f5dfe144e903e3495651af
731
730
2022-08-25T13:08:13Z
imported>Segmarian
0
/* Star Tribe bonuses */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique Alien abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
1db7d203758e57108c408efe8a9689a9e37d6d95
732
731
2022-08-25T13:09:35Z
imported>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Action!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Gun Schticks (Action!)|Gun Schticks]].
====Priest Congregations====
Have access to all [[Action!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Fu (Action!)|Martial Arts]] schticks.
====Scout Chapters====
Have access to [[Action!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
686f97da330cfc9dcff9c4dc7eec223798b983bc
733
732
2022-08-25T13:12:29Z
imported>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu||Martial Arts]] schticks.
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
508013f2f521ef666f0c6ad269251710e06c0d14
734
733
2022-08-25T13:12:43Z
imported>Segmarian
0
/* WarPriest Convents */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu|Martial Arts]] schticks.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
b4956a70d54ffb39e52fbcca43408c392b41e675
735
734
2022-08-25T13:13:06Z
imported>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu|Martial Arts]] schticks.
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
2369ffcc92ce6ad3cbf5f527e6666c18a9b8344d
736
735
2022-08-25T13:13:27Z
imported>Segmarian
0
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu|Martial Arts]] schticks.
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Classes|Classes]]''' that change some aspects of a character.
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
e954396ed5ae7d1b00e6a4b46770e772c8378606
737
736
2022-10-03T07:26:56Z
imported>Segmarian
0
/* Character Classes */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above 10, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu|Martial Arts]] schticks.
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Class|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
b1c734f6eae175cb121d997596705b65faff11f3
738
737
2022-10-30T18:31:02Z
imported>Segmarian
0
/* Star Tribe Backgrounds */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above the AttributeMax, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu|Martial Arts]] schticks.
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier'''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Class|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
17dfd1a9afce60ef71317d17b9a09eff51120a30
739
738
2022-10-30T18:32:34Z
imported>Segmarian
0
/* Schtick Points */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
As the people are geneered they receive an extra 8 points that they may only put into Attributes.
The People are divided into Clans, with their own conditions, expressed as several modifiers and perks. Each Clan is further divided into Families, with their own genetic traits. This is expressed as a straight +2 to the Family Traits. These adds may raise the Trait in question above the AttributeMax, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu|Martial Arts]] schticks.
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier '''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Class|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
2a2b99807eb5004314dc770102a72578849d01fd
Star Tribes!/Culture
0
62
826
825
2022-08-25T13:05:06Z
imported>Segmarian
0
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Family issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a tribesperson, most often a Child, to take on a Way, becoming a Youth in that Way. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
===Ritual of Returning===
Welcome a member back into Family or Tribe after a period of being away.
===Ritual of Grievance===
Duel.
===Ritual of Absolution===
Accept a Tribe member's actions and absolve them of the consequences. May be performed by the Family, the Tribe or the People.
===Ritual of Contrition===
Show remorse and accept consequences for a past decision.
===Ritual of Defiance===
Defy a Moot decision.
===Ritual of Acceptance===
Accept a Moot decision.
[[Category:Star Tribes!]]
[[Category:Action!]]
d971991bd98b4e913981ddeee9c7e138de9c5ab5
827
826
2022-08-25T13:06:01Z
imported>Segmarian
0
/* Beast Rider Culture */
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Tribal issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a tribesperson, most often a Child, to take on a Way, becoming a Youth in that Way. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
===Ritual of Returning===
Welcome a member back into Family or Tribe after a period of being away.
===Ritual of Grievance===
Duel.
===Ritual of Absolution===
Accept a Tribe member's actions and absolve them of the consequences. May be performed by the Family, the Tribe or the People.
===Ritual of Contrition===
Show remorse and accept consequences for a past decision.
===Ritual of Defiance===
Defy a Moot decision.
===Ritual of Acceptance===
Accept a Moot decision.
[[Category:Star Tribes!]]
[[Category:Action!]]
c9f883225ae909f75bdbf8c9d78ead0af63518b1
828
827
2023-02-02T12:22:37Z
imported>Segmarian
0
/* Important Rituals */
wikitext
text/x-wiki
=Star Tribes History=
==Beast Rider Culture==
The Beast Riders are a tribal, totem-worshipping, animal-loving and imperialistic people.
* Clannish. All major questions solved by moots with consensus. In times of war a single individual is chosen to lead.
* Family. The family is built around groups of 4-6 adults, with attached children and Youths.
* Totem worship. All Named Families have a totem that they revere, trying to live according to the spirit of the animal totem. This was built into the culture of The People in the early days, as a crutch when force-growth was a delicate and destabilizing issue.
* Geneered. The People were built as soldiers and continue their tradition by conquering new territories constantly. This also means that The People don't have any genetic defects, aberrations or hereditary diseases dormant in their DNA. They are simply perfect.
* Animal lovers. Every individual cares for (at least) one animal from birth.
* Tribal. All families care for a single starship, their Transport. It has space for the family's Striker Suits and their Mecha Suit. Some families also have Defenders attached, piloted by Youths.
* Larger organisation. Tribal. All Named Families send a family to a Clan moot, where inter-Tribal issues are resolved.
* Children. The children of a family are cared for jointly during the 10 year growth period. It is during this time that children receive cultural training and choose their future profession. At age 9 they receive hypno-schooling of their choice, effectively making them adult in all but the name. They then train up to ten years in a new Family as Youths, learning to deal with new people and situations, though still retaining a cultural attachment to their own Named Family.
* Ritualistic. All great occasions in the life of one of The People are surrounded by rituals. Different Tribes and Clans have different traditions, but all are ritualistic.
* Duels. These can be any kind of duels, and blood duels are very rare (although some Clans use them to settle feuds and rivalries).
[[Category:Action!]]
[[Category:Star Tribes!]]
==Important Rituals==
===Ritual of the First Namegiving===
This ritual is performed on a Child to set its Name. She is not a fully qualified being until this ritual is performed.
===Ritual of the Chosen Rebirth===
This ritual allows one of the People to change her Family.
===Ritual of the Chosen Way===
This ritual allows a tribesperson, most often a Child, to take on a Way, becoming a Youth in that Way. It requires a test of the skills of the chosen Way.
===Ritual of the Remembrance of the Dead===
Performed when a member of the People dies, and each End of Year Celebration. Many different versions.
===Ritual of Returning===
Welcome a member back into Family or Tribe after a period of being away.
===Ritual of Grievance===
Duel.
===Ritual of Absolution===
Accept a Tribe member's actions and absolve them of the consequences. May be performed by the Family, the Tribe or the People.
===Ritual of Contrition===
Show remorse and accept consequences for a past decision.
===Ritual of Defiance===
Defy a Moot decision.
===Ritual of Acceptance===
Accept a Moot decision.
[[Category:Action!]]
[[Category:Star Tribes!]]
287dd2a427dab1135bfd1b3900f0343f6188893c
Action!/Schtick/Sorcery/Blast
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imported>Segmarian
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/* Blast */
wikitext
text/x-wiki
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
<include>__NOTOC__</include>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15/Power/3]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
[[Category:Action!]]
[[Category:Schtick]]
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imported>Segmarian
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/* Blast */
wikitext
text/x-wiki
<div class="toclimit-4">__toc__</div>
{{:Action!/Schtick/Sorcery/Boost}}
<include>__NOTOC__</include>
<includeonly>__NOTOC__</includeonly>
=[[#Blast|Blast]]=
The generic sorcerous attack power. Also gain the use of 1 Power Effect.
You may attack with your Schtick, using your Power+5 as Damage value of the Attack. Range is equal to Power times 4 meters. With a Power point, you may invoke 1 special Power effect appropriate to the Schtick used. Some Blasts do damage against other Attributes.
Choose 1 Power Effect when buying a Blast.
==Blasts==
It comes in many flavors including:
*[[Blast#Chinese Holy Energy]]
*[[Blast#Fire]]
*[[Blast#Water]]
*[[Blast#Air]]
*[[Blast#Earth]]
*[[Blast#Wood]]
*[[Blast#Storm]]
*[[Blast#Thunder]]
*[[Blast#Lightning]]
*[[Blast#Death]]
*[[Blast#Corrupting Blast]]
*[[Blast#Life]]
*[[Blast#Nature]]
*[[Blast#Chaos]]
*[[Blast#Law]]
*[[Blast#Accident]]
*[[Blast#Time]]
*[[Blast#Polymorph]]
*[[Blast#Telekinesis]]
*[[Blast#Plasmabolt]]
*[[Blast#Plant]]
<b>[[Blast#Shadowrun Blasts|Shadowrun Blasts]]</b>
*[[Blast#Death Touch]]
*[[Blast#Manabolt]]
*[[Blast#Powerbolt]]
*[[Blast#Stunbolt]]
=== Booster Schticks===
==== [[#Autofire|Autofire]] ====
Cost 0.<br />
Blast does not gain Outcome as normal, but creates 1 extra Attack per 5 Margin.
Advancement: Lower Margin needed (2, down to 1), Retain +1 Outcome per 5 Margin (Progression 20).
====[[#Blasphemy|Blasphemy]]====
Tier 1<br>
Acts as the Healing Schtick against an Unholy target.
==== [[#ComboBlast|Combo Blast]] ====
Tier 1<br>
You may now use one extra Power Effect per attack with a Blast.
==== [[#FocusedBlast|Focused Blast]] ====
Tier 1<br>
Increase Blast Range to Power times Power meters.
====[[#Healing Light|Healing Light]]====
Tier 3<br>
Acts as the Healing Schtick against a Living target.
====[[#Life|Life]], [[#Necrotic|Necrotic]], [[#Holy|Holy]], [[#Unholy|Unholy]], [[#Disassemble|Disassemble]]====
Tier 1<br>
Ignore up to 5 points(1 level) of Toughness versus Undead, Living, Unholy, Holy or Construct respectively.<br>
Progression: Ignore 1 lvl more (Progression 1).
==== [[#Power Nexus|Power Nexus]] ====
Tier 5<br>
One of the Blast's Power Effects now costs 1 less Power Point.
==== [[#Reassemble|Reassemble]] ====
Tier 1<br>
Acts as the Healing Schtick against a Construct target.
====[[#Side Effect|Side Effect]]====
Tier 3<br>
Inflict an extra Pool point, chosen when the Booster is bought, in Damage when causing the first Wound.
==== [[#Sniper Blast|Sniper Blast]] ====
Requires: [[Sorcery_(Action!)#FocusedBlast|Focused Blast]].<br>
Tier 1<br>
Increase Blast Range to LOS.
==== [[#UnHeal|UnHeal]] ====
Tier 1<br>
Acts as the Healing Schtick against an Undead target.
==== [[#Versatile|Versatile]] ====
Tier 1<br>
Add 1 Power Effect to a Power, usable with a Power Point.
=== [[#Flaws|Flaws]] ===
==== [[#Damage against skill X|Damage against skill X]] ====
Does damage against skill X.
====[[#Impairment|Impairment]]====
Receive 1 point of impairment when used. Regain 1 point of this Impairment at the end of each Sequence where you did not use this Power.
==== [[#Lowered Damage|Lowered Damage]] ====
Lower Damage and Max Damage of Blast by 1 level.
====[[#No shock points|No shock points]]====
Rebate 1.
====[[#No Wounds|No Wounds]]====
Rebate 1.
====[[#Shot-loss first|Shot-loss first]] ====
Rebate 1.
====[[#Shot-loss only|Shot-loss only]] ====
Rebate 2.
==== [[#Short Range|Short Range]] ====
Lower Blast Range to Power meters.
==== [[#Only works against X|Only works against X]] ====
Blast only damages certain things. See below for rebate.
{| class="wikitable"
||Type|||Rebate
|-
||Living|||1
|-
||Supernatural|||2
|-
||Undead|||3
|-
||Inanimate things|||3
|}
=== [[#Power Effects|Power Effects]] ===
====[[#Accurate|Accurate]]====
Add extra d10 AV.
==== [[#Area|Area]] ====
Does damage to all creatures within Power meters of intended target, with the same roll for unnamed creatures, different for all named.
Advancement: add Power/3 m radius ([[Action!/Schtick/Progression|Progression 15/Power/3]]).
==== [[#Burn|Burn]] ====
Deals Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill. Upgrade: Raise Defense or add 1 round duration.
==== [[#Damage|Damage]] ====
Raise Damage by Power+2 (up to SchtickMax).
==== [[#Heal|Heal]] ====
Acts as the Healing Schtick (only Shock points) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Wondrous Heal|Wondrous Heal]] ====
Requires [[#Heal|Heal]].<br>
Acts as the Healing Schtick (including regaining Wounds) against a living target (Difficulty Toughness).<br>
Advancement: EV (Progression 3).
==== [[#Hold|Hold]] ====
Target gets a cumulative penalty to actions equal to Outcome/5, that lasts Outcome rounds.
==== [[#Knockback|Knockback]] ====
Target is moved Sorcery+Power vs Stunt+Agility meters away from the caster.
==== [[#Overpower|Overpower]] ====
Doubles the Outcome of the Blast.
==== [[#Stun|Stun]] ====
Inflict 2 points of Shot Loss per Wound inflicted.
==== [[#Swarm|Swarm]] ====
Deals its Damage to an extra target.<br>
Advancement: Extra targets (Progression 5).
== Example Blasts ==
=== [[#ChineseHolyEnergy|Chinese Holy Energy]] ===
Damage is equal to Power+10. Only damages supernatural creatures, that is creatures with Supernatural Creature Powers or the Occult/Creature Powers skill.<br>
Power Effect: Damage, Stun.
=== [[#Animal|Animal]] ===
Attack: Damage Power+5 vs Toughness. Astral Animal attacks target.<br>
Attack, Power Point: Damage Power+5 vs Toughness. Deals additional Damage at the end of sequence, a number of sequences equal to Power. Roll for new Damage each end of sequence. May be defended against with Action skill.<br>
Power Effects: Burn
=== [[#Corrupting Blast|Corrupting Blast]] ===
Attack: Damage Power+5 vs Toughness only, causing Shock Points. Subject is mutated in a ghastly manner. Counts as Unholy.<br/>
Power Effects: Accurate, Overpower.
=== [[#Fire|Fire]] ===
Damage is equal to Power+5. Power Effects: Area, Burn.
=== [[#Water|Water]] ===
(Lower Damage x2 (-11 Damage, -4), Damage resisted by Skill(-1), Power Effect:Damage at 0 Power Cost (+5)<br>
Damage is equal to Power+Power-11 against Stunt. Power Effects: Overpower.
=== [[#Air|Air]], [[#Storm|Storm]] ===
Damage is equal to Power+5 against Strength, causes first Shot loss and then Wounds. Power effects: Area, Stun.
=== [[#Earth|Earth]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold, Overpower.
=== [[#Wood|Wood]] ===
Damage is equal to Power+5 against Toughness. Power effects: Hold(Vines), Burn (Poison).
=== [[#Thunder|Thunder]] ===
Damage is equal to Power+8 against Wits, causes Shot loss only. Power effects: Area, Hold.
=== [[#Lightning|Lightning]] ===
Damage is equal to Power against Toughness. Power effects: Swarm 2. (Combo Blast)
=== [[#Force|Force]] ===
Damage is equal to Power+8, Short Range. Power Effects: Knockback, Stun.
=== [[#Plasma|Plasma]] ===
Damage is equal to Power+8. Power Effects: Damage, Accurate.
=== [[#Death|Death]] ===
Damage is equal to Power+5. Only damages living creatures, heals undead creatures. Power effects: Area, Damage.
=== [[#Life|Life]] ===
(Damage x3 (3), Only against undead creatures (-3), Versatile)
<br>
Damage is equal to Power+11, only against undead creatures. Power effects: Area, Damage, Heal.
=== [[#Accident, Chaos, Entropy|Accident, Chaos, Entropy]] ===
Damages things through accidents and malfunctions or random happenings.
Damage is equal to Power+5, Defended against with Stunt, resisted by one of Luck or Toughness selected when the Blast is bought, causing first Shot loss and then Wounds.<br>
Power effects: Hold, Burn.
=== [[#Polymorph|Polymorph]] ===
Turns target into any object, decided upon when the Schtick is bought. Unnamed targets are polymorphed with a single Wound, while named targets are polymorphed if they receive enough effect to have been reduced to 0 Wounds.<br>
Damage is equal to Power+8 against Power and causes no actual Wounds. Power effects: Accurate, Overpower.
=== [[#Archmage Blast|Archmage Blast]] ===
Cost: 58 points.
Accurate (+d10 AV), Overpower (+Power Dmg), Burn (Power rounds), Swarm (Power targets).
Attack: You may Attack Power targets with +d10 AV doing Power x 3+Max-10 damage Power rounds.
=== [[#Plants|Plants]] ===
Plants erupt around the target, holding the target.<br/>
Effect is equal to Power+5 holding the target for cumulative Outcome/Threshold penalty Outcome rounds. Power Effect Area.
== [[#Shadowrun Blasts|Shadowrun! Blasts]] ==
for [[Shadowrun!]]
=== [[#Mana Bolt|Mana Bolt]] ===
Damages living and magical targets astrally with Power+5, circumventing armor and Toughness, but instead being resisted by Skill+[Willpower or Occult]. (Skill Willpower, Damage+2, Combo Blast).<br>
Power effects:Area 2.
=== [[#Power Bolt|Power Bolt]] ===
Damages anything with Power, with Armor Piercing 8 (Damage-5, APx2).<br>
Power effects:Area, Overpower.
=== [[#Stun Bolt|Stun Bolt]] ===
Damages living and magical targets astrally with Power+8, circumventing armor and Toughness, but instead being resisted by Willpower or Occult, and only doing Shock points. (No Wounds, Skill Willpower, Damage +1 lvl, Combo Blast).<br> Power effects:Area 2.
=== [[#Death Touch|Death Touch]] ===
Damages living and magical targets astrally with Power+10, circumventing armor and Toughness, but instead being resisted by Willpower or Occult. (Sorcerous Claws (Obsolete), Skill Willpower, Damage 3 lvls, Combo Blast).<br>
Power effects: Damage, Hold.
[[Category:Action!]]
[[Category:Schtick]]
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= Welcome to {{SITENAME}}! =
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==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
d981891af181f8ff11e87b754769425e822e69df
255
254
2022-09-05T06:45:35Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Dark]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
6861bd6db64acd41582f79af0866a61bcb54ac15
256
255
2022-09-05T06:45:58Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
[[Category:Blades in the Dark]]
1ac0ec75bb9f00476e4dcbe9b2014cc387305119
257
256
2022-09-05T11:09:08Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Cypher Open Source]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Blades in the Dark]]
[[Category:Main]]
263718a668ce77c76d29e78d556ee54e3e78343c
258
257
2022-09-05T11:09:11Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Cypher Open Source]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
12e6998048eace5f1f610cdb526b619eb4a6e2d7
259
258
2022-09-05T19:17:21Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
3f4a2917900f7c206e30fac78968812300f87aa7
260
259
2022-09-05T19:20:24Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[The Strange]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
* <span class="plainlinks">[https://meta.miraheze.org/wiki/FAQ Miraheze FAQ]</span>
*<span class="plainlinks">[https://meta.miraheze.org/wiki/Request_features Request settings changes on your wiki. (Extensions and Logo/Favicon changes should be done through Special:ManageWiki on your wiki].</span>
==== But Miraheze, I still don't understand X! ====
Well, that's no problem. Even if something isn't explained in the documentation/FAQ, we still are happy to help you. You can find us here:
* <span class="plainlinks">[https://meta.miraheze.org/wiki/Help_center On our own Miraheze wiki]</span>
* On IRC in #miraheze on irc.freenode.net ([irc://irc.freenode.net/#miraheze direct link]; [http://webchat.freenode.net?channels=%23miraheze webchat])
[[Category:Main]]
84581dd410a17b0687d9bd11b22de9c06daa3b91
261
260
2023-01-06T10:11:10Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Zombies!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[The Strange]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
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{{col-end}}
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[[Category:Main]]
e489fb01ad8333981b29c1b29d997aaaadb61a55
Action!/Equipment/Armor
0
30
468
467
2022-11-10T12:36:28Z
imported>Segmarian
0
Segmarian moved page [[Action!/Armor]] to [[Action!/Equipment/Armor]]
wikitext
text/x-wiki
{| class="wikitable"
|colspan=2|
|-
||Protection|||Examples
|-
||+1|||Cloth Armor, Leather
|-
||+2|||Thick Leather, Studded Leather
|-
||+3|||Cuirbouilli, Ringmail
|-
||+4|||Chainshirt, Light protective vest
|-
||+5|||Splintmail
|-
||+6|||Lorica segmentata, Protective vest
|-
||+7|||Iron Cuirass, Chain Dress
|-
||+8|||Steel cuirass, Reinforced protective vest
|-
||+9|||Chainmail
|-
||+10|||Half plate, Encounter suit, Near future protective coveralls, Imperial Guard Armor
|-
||+11|||Reinforced chainmail
|-
||+12|||Full plate armor, Reinforced near future protective coveralls, Space Marine Scout armor
|-
||+13|||Heavy plate armor
|-
||+14|||Maximilliam armor, Door suit
|-
||+15|||Reinforced near future protective armor
|-
||+16|||Space Marine armor, Heavy near future combat armor
|-
||+17|||Reinforced heavy near future combat armor
|-
||+18|||Near future assault armor
|-
||+19|||Reinforced near future assault armor
|-
||+20|||Space Marine Terminator armor, Anti-Death Field
|}
==Hardened Armor==
Armor may not be pierced or ignored. This may be partial.
[[Category:Action!]]
f134e3da3db9fc22fece81ae43ed3a3799787ee9
Action!/Schtick/Animal
0
22
395
394
2023-03-01T06:21:13Z
imported>Segmarian
0
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Inflict [Animal Powers + Focus] Damage.<br>
Focus:
===Sickness===
Disease 2<br>
Combat
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
14f5baf8ac09518d4d26b5bd3bce873f5ccd08fe
396
395
2023-03-01T06:31:14Z
imported>Segmarian
0
/* Disease */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: If you make a Full Move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move: You may perform a Trample.<br />
Full Move, Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain +1 EV Multiplier to Trample Attack.<br />
Trample, Focus: Trample gains [Focus] EV multiplier.
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
0c30c5baa6c7f7a0248906595655de575853e161
397
396
2023-03-08T14:52:44Z
imported>Segmarian
0
/* Trample */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +1 Effect Multiplier and +2 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain (abstract) type within a distance equal to [EV on the Range table]. (eg any corrupt cops).
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
cc5f1f36cdfafcc610327f6afbfc0ff6fe12b3ac
398
397
2023-03-08T14:55:16Z
imported>Segmarian
0
/* Track */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now noted by up to [Focus] of your allies.
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
cc1175d32c67862bcac350a3daefbc8fbdf13b74
399
398
2023-03-08T14:56:50Z
imported>Segmarian
0
/* Group Hug */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
a8a7504b2b973bef798d5febfb6a954aac10f0ea
400
399
2023-03-08T15:06:43Z
imported>Segmarian
0
/* Tongue */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away.
===Sticky===
===Dragger===
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
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imported>Segmarian
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/* Dragger */
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text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away.
===Sticky===
===Dragger===
You may pull your grappled target to you.
[[Category:Action!]]
[[Category:Schtick]]
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
e0e7d1f5a9cd997513e4964200359c58f8ae91f9
402
401
2023-03-13T07:20:47Z
imported>Segmarian
0
/* Sticky */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away.
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.
[[Category:Action!]]
[[Category:Schtick]]
===Dragger===
You may pull your grappled target to you.
[[Category:Action!]]
[[Category:Schtick]]
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
0a03d2c8047a55c7895627a411db3ca84b0c330a
403
402
2023-03-13T07:21:41Z
imported>Segmarian
0
/* Tongue */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away, with Damage +5.
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.
===Dragger===
You may pull your grappled target to you.
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
6b9565250059b8de012dee4f25b750cbe93ee85f
404
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2023-03-13T07:22:01Z
imported>Segmarian
0
/* Tongue */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away, with Damage +5.
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.
===Dragger===
You may pull your grappled target to you.
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
bcebd06c5b5263eb02e4c272f2095039be00ed4b
405
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2023-03-13T07:28:29Z
imported>Segmarian
0
/* Tail */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heals target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away, with Damage +5.
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.
===Dragger===
You may pull your grappled target to you.
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
49a2ba727de5fe566a8db84ebf06f7928c579a54
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2023-03-13T07:38:42Z
imported>Segmarian
0
/* Healing */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away, with Damage +5.
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.
===Dragger===
You may pull your grappled target to you.
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
60d38bfe62a2ecfa5a9e86d756c22fa00adad5d0
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2023-03-13T07:39:19Z
imported>Segmarian
0
/* Piercing Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
[[Category:Action!]]
[[Category:Schtick]]
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to Focus meters away, with Damage +5.
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.
===Dragger===
You may pull your grappled target to you.
===Mucus===
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
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imported>Segmarian
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/* Tongue */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
[[Category:Action!]]
[[Category:Schtick]]
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.
===Dragger===
You may pull your grappled target to you.
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
Advancement: Damage (Progression 1).
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
Advancement: Toughness (Progression 1).
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
d2b6db4a4cfa5d9f149bd75a5993ade14ce6965f
409
408
2023-03-13T07:45:15Z
imported>Segmarian
0
/* Tongue */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
Advancement: Damage (Progression 1)
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Advancement: Damage (Progression 1)
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
[[Category:Action!]]
[[Category:Schtick]]
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: AV (Progression 10), Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
3eab97c8d6e7d214afcec0126e8b0f71ee0792b3
410
409
2023-03-13T07:47:03Z
imported>Segmarian
0
/* Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
048c7057a62d77d89bf758dc5975d24ddd3219a1
411
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2023-03-13T07:48:20Z
imported>Segmarian
0
/* Carry */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Spread
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
a10f67751bba4fa55c20fab1cf8dbf1612f60053
412
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2023-03-13T07:59:26Z
imported>Segmarian
0
/* Infection */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.
Bodily fluids Vector: Spread is automatic.
Spiritual: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
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imported>Segmarian
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/* Infection */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
6c6343c23c6bde1df2cf533dc33899ec32b587ef
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imported>Segmarian
0
/* Infection */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
eeed98a32d2c5381bec36f472f6218de77c357ce
415
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2023-03-13T08:02:44Z
imported>Segmarian
0
/* Sight */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
[[Category:Action!]]
[[Category:Schtick]]
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
[[Category:Action!]]
[[Category:Schtick]]
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
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2023-03-13T08:03:27Z
imported>Segmarian
0
/* Common Powers */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
e2bfe9db68d38cdc4f4cf5a0a075a778aae40342
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416
2023-03-13T08:04:38Z
imported>Segmarian
0
/* Spiritual Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus]+3 Armor Piercing.<br>
Advancement: AP (Progression 1/2)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
9cecb6f42a062f7e625eefe00eda75e3c44ddbd9
Action!/Schtick/Animal
0
22
418
417
2023-03-13T08:07:18Z
imported>Segmarian
0
/* Piercing Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing)
[[Category:Action!]]
[[Category:Schtick]]
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
0f9c18cb81e14e9ea85eb1e67b8d75bae68128d5
419
418
2023-03-13T08:08:12Z
imported>Segmarian
0
/* Piercing Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
[[Category:Action!]]
[[Category:Schtick]]
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)
[[Category:Action!]]
[[Category:Schtick]]
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
dcf06f703083b6a2e48e5c50ba64b8dd03c4a0a3
420
419
2023-03-13T08:08:26Z
imported>Segmarian
0
/* Bite */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
[[Category:Action!]]
[[Category:Schtick]]
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
[[Category:Action!]]
[[Category:Schtick]]
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
[[Category:Action!]]
[[Category:Schtick]]
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
[[Category:Action!]]
[[Category:Schtick]]
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
[[Category:Action!]]
[[Category:Schtick]]
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
[[Category:Action!]]
[[Category:Schtick]]
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
[[Category:Action!]]
[[Category:Schtick]]
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
[[Category:Action!]]
[[Category:Schtick]]
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
1f7e005cdc55e109dd7c6d27dee8a268f33c29e1
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2023-03-13T08:09:13Z
imported>Segmarian
0
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV.<br>
Bodily fluids Vector: Spread is automatic.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus].
===Malady===
Disease 4<br>
Intensity
===Pestilence===
Disease 5<br>
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
9848cc3c0a98b959d92fa000a941178285e9781e
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imported>Segmarian
0
/* Disease */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV. Incubation time is up to [Focus] hours.<br>
Bodily fluids Vector: Spread is automatic. incubation time is up to [Focus] days.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus]. Incubation time is up to [Focus] minutes.
===Malady===
Disease 4<br>
Gain +[Focus] to EV to spread the disease.
Focus: Gain d10 AV to infection roll.
===Pestilence===
Disease 5<br>
Immunity to Disease. Gain Focus per 5 infected.
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
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imported>Segmarian
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/* Infection */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV. Incubation time is up to [Focus] hours.<br>
Bodily fluids Vector: Spread is automatic. Incubation time is up to [Focus] days.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus]. Incubation time is up to [Focus] minutes.
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Gain +[Focus] to EV to spread the disease.
Focus: Gain d10 AV to infection roll.
===Pestilence===
Disease 5<br>
Immunity to Disease. Gain Focus per 5 infected.
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
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imported>Segmarian
0
/* Flight */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV. Incubation time is up to [Focus] hours.<br>
Bodily fluids Vector: Spread is automatic. Incubation time is up to [Focus] days.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus]. Incubation time is up to [Focus] minutes.
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Gain +[Focus] to EV to spread the disease.
Focus: Gain d10 AV to infection roll.
===Pestilence===
Disease 5<br>
Immunity to Disease. Gain Focus per 5 infected.
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
Action: Start flying. Move is 2 x [Focus]. You must move forward or down [Focus] each Sequence. You may only turn once up to 60 degrees each Sequence.
===Hover===
You may now hover in place and ignore the forward / down restriction on Flight.
===Speed===
Focus: Gain a burst of speed, increase your Move to [Focus x 10] this Sequence.
===Maneuver===
Ignore the turn restriction of Flight.
===Swoop===
You may make a flying leap as a Move Action with a Move of 2 x [Focus]. This is not a Flight Action.
[[Category:Action!]]
[[Category:Schtick]]
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
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2023-04-26T06:53:31Z
imported>Segmarian
0
/* Stealth */
wikitext
text/x-wiki
=Transformed Animals=
The complete Transformed Animal package nets 16 points, with +8 Attribute modifiers (and an optional -4 points of Attribute modifiers for a total of +12 Attribute modifiers), bought from the Schtick pool. No more than 5 points of modifiers may be added to a single Attribute.
{|class="wikitable"
|Animal||Most often found inherent Powers
|-
|Cat||Cunning, Dodge, Night Vision, Pounce
|-
|Dog||Call, Loyalty, Track, Wise
|-
|Dolphin||Call, Swim, Dodge, Cunning
|-
|Frog||Climb, Jump, Swim, Tongue
|-
|Wolf||Call, Herd, Night Vision, Track
|-
|Horse||Charge, Impress, Trample, Herd
|-
|Eagle||Impress, Flight, Wise, Sight
|-
|Gorilla||Carry, Impress, Herd, Slam(Bite)
|-
|Rooster||Impress, Flight, Peck(Bite), Frenzy
|-
|Owl||Flight, Stealth, Night Vision, Wise
|-
|Raccoon||Disease, Bite, Stealth, Cunning
|-
|Rat||Disease, Gnaw(Bite), Stealth, Herd
|-
|Fox||Dodge, Cunning, Impress, Stealth
|-
|Bear||Slam (Bite), Armor, Frenzy, Wise
|-
|Phoenix||Flight, Impress, Rebirth, Fire(Bite)
|-
|Scorpion||Sting, Armor, Frenzy, Dodge
|-
|Lion||Bite, Impress, Pounce, Herd
|-
|Tiger||Bite, Stealth, Pounce(Charge), Night Vision
|-
|Monkey||Call, Cunning, Dodge, Tail
|-
|Rhino||Armor, Carry, Charge, Trample
|-
|Elephant||Call, Carry, Impress, Trample
|-
|Ant||Bite, Trail(Call), Carry, Mandible(Sting)
|-
|Shark||Bite, Frenzy, Swim, Track
|-
|Bat||Dodge, Flight, Herd, Sonar
|-
|Wasp||Flight, Frenzy, Herd, Sting
|-
|Bee||Carry, Flight, Herd, Sting
|-
|Armadillo||Armor, Disease, Tongue, Track
|-
|Lizard||Climb, Pounce, Dodge, Tongue
|-
|Octopus||Tentacles, Swim, Wise, Ink(Stealth)
|-
|Dragon||Choose 4 (Normally Flight, Impress,<br> Breath(Bite), Swoop(Charge))
|}
__NOTOC__
= Transformed Animal Powers =
Any Transformed Animal may buy any power, but has to learn it from another Transformed Animal if it isn't inherent. The cost is 2 points for each Power. You must choose a Prerequisite Attribute for your Power.<br>
Prerequisite Attribute for a Transformed Animal Power is always 8+1 per extra Power.<br>
No Prerequisite Attribute may be a Soul Attribute. If you learn a Power from someone else it has the Prerequisite Attribute they use. Each Inherent TA Power has to have a separate Prerequisite Attribute.<br>
Any time you spend a Focus point on your Powers, a brief sensory projection of the totem that taught you this Power can be seen around you (your shadow, a halo around you, a manifestation, etc). This is clearest out of the corner of one's eye.
==Common Powers==
Requires Attribute 8.
===Healing===
Action, Focus: Heal 1 Wound. Then heal target of [Focus] Shock points/Sequence and 1 Wound/10 Sequences during [Focus] Sequences.
===Sight without Sight===
Action: Transformed Animal can see other supernatural creatures and magic. TA Powers/Focus vs Powers(Willpower)/Soul. May be used against Sneak.
===Transcend===
Focus: Transform into a Supernatural Creature (Appears like an ordinary animal). You may add up to Schtick Max extra Creature Schticks (based on Focus) in this form for 2 points each.
===Powerful===
Choose the prerequisite Attribute when this Schtick is bought, except Focus.<br>
1 shock point: Add 5 to chosen Attribute until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours.<br>
Advancement: Attribute and increase shock point cost by 1 (Progression 2).
===Versatile===
1 shock point: Add 2 to any Skill AV until you have Full Shock points at end of Sequence.<br>
10 shock points, Focus: Schtick lasts [Focus] hours. Shock points are committed.<br>
Advancement: AV 1 and increase shock point cost by 1/2 (Progression 10).
==Armor==
Armor 1<br>
1 Shot: Gain Armor 5 until until you have Full Shot pool at end of Sequence.<br>
5 Shots, Focus: Schtick lasts [Focus hours].<br/>
Advancement: Armor (Progression 1)
===Armored in Life===
Armor 2<br>
Armor: Gain Resistance to Armor Piercing equal to 8.<br>
Advancement: Resistance (Progression 1/2)
===Life in Harmony===
Armor 3<br>
Armor: Ignore 1 point of Wound Impairment.<br>
Advancement: Wound Impairment (Progression 10)
===Invincible Armor===
Armor 4<br>
Armor: Remove 1/5 of incoming Damage.<br>
Advancement: Increase fraction by 1/5 (Progression 25)
===Eternal Harmony===
Armor 5<br>
Armor, Focus: Ignore a Wound and [Focus] Shock points. This may be used after soak.<br>
Armor, Active Defense: Gain [Focus] points of Armor for this Active Defense.<br>
Advancement: Ignore 1 more Wound and [Focus] shock points (Progression 25)<br>
==Bite==
Bite 1<br>
Attack: You Attack with a Bite, with [Animal Powers] versus [Martial Arts] that does [Strength+Focus] Damage.<br>
===Spiritual Bite===
Bite 2<br>
Attack, 5 shock points: A Spiritual Bite with [Martial Arts] doing [Focus x 2] Damage versus [Willpower+Soul].<br>
Focus: Gain all Bite Effects. This is in addition to other Focus costs.
===Piercing Bite===
Bite 3<br>
Bite: Bite gains [Focus] Armor Piercing.<br>
Advancement: AP (Progression 1, +3 Armor Piercing, 1 level bought)
===Vital Bite===
Bite 4<br>
Bite, Focus: Do Bite Damage 2 times. Regain up to 8 Shock points of Shock points dealt.<br>
Advancement: Increase multiplier (Progression 35), Regained Shock points (Progression 1)
===Soul Bite===
Bite 5<br>
Bite, 2 Focus: Any Bite gains [Focus] AV. Drain a point of Focus if you inflict a Wound.<br>
Advancement: Extra Wound inflicted + Focus Drained (Progression 25)
==Call==
Call 1<br>
Action: [Animal Powers]/[Focus] vs Difficulty 0. Range is PV/5 kilometers. All Transformed animals within range are alerted, sensing direction and the range on the Range table.<br>
Advancement: Decrease range divisor (Progression 10), Focus Drained (Progression 25)
===Targeted Call===
Call 2<br>
Call: Only selected Transformed animals within range are called. This may be very abstract (e g those who saw a shadow in the sky at some time during the last three days).<br>
===Message Call===
Call 3<br>
Call, Focus: You may transmit up to [Focus words] with a Call.<br>
Advancement: Number of words (Progression 1)
===Summmoning Call===
Call 4<br>
Call: You may call upon a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel to your position at normal traveling speed, only stopping to eat and sleep.<br>
Summoning Call, Focus: Transformed Animals are affected by the Summoning Call, resisting with [Creature Powers or Willpower]+[Focus or Empathy].
===Intimidating Call===
Call 5<br>
Call, Focus: You may call a specific animal type (normally the inherent, but can be learned from other Transformed animals) within range. They will travel away from your position at top traveling speed for PV Sequences.<br/>
Intimidating Call, Focus: Targets travel away for EV minutes.<br/>
Intimidating Call, Focus: Transformed Animals are affected by the Intimidating Call, resisting with [Animal Powers or Willpower]+[Focus or Empathy].
==Carry==
Carry 1<br>
1 Shock point: Add Focus to Strength value for everything except any kind of Damage calculations until end of Sequence.<br>
Advancement: +1 Shock: Extra multiple of Focus (Progression 10), Remove Shock point cost (5 points).
===Crush===
Carry 2<br>
Action: Destroy a normal inanimate object.<br/>
Move: Make Free Athletics Attacks with Strength+Focus Damage against anything in your path.
===Huge===
Carry 3<br>
Action: You gain 100% mass and 20% height, gaining [Focus] Strength for any purpose until the end of the next Sequence.
===Hurl===
Carry 4<br>
Thrown Attack: Add [Focus] Damage and Knockback 1 to a Thrown Attack with a heavy item.
===Unmovable===
Carry 5<br>
Passive: You are immune to Knockback and Knockdown.
==Charge==
Charge 1<br>
Full Move: Make a Move of [Move x 2+Focus x 2] meters.
===Unstoppable Charge===
Charge 2<br>
Full Move: You may ignore any cover or rough terrain with Charge. Destroy, Knockback or Knockdown all obstacles impeding movement. Any effect that prevents Knockback or Knockdown must roll [Skill+Strength]/[Action+Strength].
===Furious Charge===
Charge 3<br>
Full Move: Your Charge causes [Move + Focus] Damage to everyone in your path, and [Strength + Move + Focus] to your target.
===Deft Charge===
Charge 4<br>
Move: You gain [Focus] Move. This does not stack with Charge.
===Inherent Charge===
Charge 5<br>
Move: You may make a Full Move. Deft Charge now stacks with Charge.
==Climb==
Climb 1<br>
1 shock point: You may Climb at your normal Move Speed this Sequence..
Normal: Move/5 Climb speed.
===Mountain Goat Climb===
Climb 2<br>
Climb: You have perfect balance, and do not need to roll Athletics for balance or receive any penalties for difficult positions while climbing.
===Cat Climb===
Climb 3<br>
Climb: Free Sneak.
===Snake Climb===
Climb 4<br>
Climb: You may perform any Free Action.
===Spider Climb===
Climb 5<br>
You may walk on, along or under any solid surface, clinging to it.
==Cunning==
Cunning 1<br>
Copy a Schtick you observe with a Animal Powers+Wits/Guile+Wits roll. It has three uses, or lasts Power Sequences, whichever comes first.<br>
Advancement: Copy +EV (Progression 1), Copy +AV (Progression 10).
===Devious===
Cunning 2<br>
Focus: Make an Inspired (add a positive die) Action using a Schtick gained through Cunning.<br>
Advancement: Gain: Focus: You may transfer the use of the Schtick to an ally (2).
===Quicksilver===
Cunning 3<br>
Focus: Turn this Schtick into any other Animal, Unique, Skill or Attribute Schtick. The Schtick reverts after being used three times, or Power Sequences, whichever comes first.<br>
Advancement: More Schticks (3).
===Crafty===
Cunning 4<br>
You may use a Schtick gained through Cunning paying 1 pool point or 5 shock points less.
===Wily===
Cunning 5<br>
The Schtick gained still has three uses, but lasts indefinitely.
Advancement: More uses (Progression 10).
==Disease==
Disease 1<br>
Touch: Target with [Animal Powers+Focus] vs [Animal Powers+Toughness]. Inflict EV Damage EV sequences at shot 0.<br>
Focus: Affect target with all your Disease Effects.
===Sickness===
Disease 2<br>
Touch: Inflict EV/5 impairment to target, removable as pool points.
===Infection===
Disease 3<br>
Touch: Any Disease effect spreads by one vector: touch, bodily fluids or spiritual.<br>
Touch Vector: Spread requires an [Original Animal Powers+Focus] vs [Toughness] with 20 EV. Incubation time is up to [Focus] hours.<br>
Bodily fluids Vector: Spread is automatic. Incubation time is up to [Focus] days.<br>
Spiritual Vector: Spread requires close contact during 5 minutes and a successful [Original Animal Powers+Focus] vs [Animal Powers+Focus]. Incubation time is up to [Focus] minutes.
[[Category:Action!]]
[[Category:Schtick]]
===Malady===
Disease 4<br>
Gain +[Focus] to EV to spread the disease.
Focus: Gain d10 AV to infection roll.
===Pestilence===
Disease 5<br>
Immunity to Disease. Gain Focus per 5 infected.
[[Category:Action!]]
[[Category:Schtick]]
==Dodge==
Dodge 1<br>
Free Active
===Duck===
Dodge 2<br>
Active boost
===Weave===
Dodge 2<br>
Passive
===Bolt===
Dodge 3<br>
Extra Move
===Swerve===
Dodge 5<br>
Counter?
==Flight==
Action: Start flying. Move is 2 x [Focus]. You must move forward or down [Focus] each Sequence. You may only turn once up to 60 degrees each Sequence.
===Hover===
You may now hover in place and ignore the forward / down restriction on Flight.
===Speed===
Focus: Gain a burst of speed, increase your Move to [Focus x 10] this Sequence.
===Maneuver===
Ignore the turn restriction of Flight.
===Swoop===
You may make a flying leap as a Move Action with a Move of 2 x [Focus]. This is not a Flight Action.
[[Category:Action!]]
[[Category:Schtick]]
==Frenzy==
Focus: Make a Double Attack against a single target.
===Bloodlust===
Hit = +Boost?
===Fury===
Blood = Shots. May use Damage taken to pay.
===Mania===
Free Move between Attacks.
===Rage===
Triple Attack.
==Herd==
==Impress==
==Jump==
==Night Vision==
==Pounce==
==Rebirth==
==Sight==
==Sonar==
==Stealth==
Focus based first, then add Focus Ev to Stealth then AV, then deform body or optical camo?
[[Category:Action!]]
[[Category:Schtick]]
==Sting==
Sting 1<br>
Attack: You Attack with a Sting, with [Creature Powers] versus [Martial Arts] that does [Toughness+Focus]+2 Damage.
===Poisonous Sting===
Sting 2<br>
Sting, Focus: A Poisonous Sting doing [Martial Arts]/[Focus x 2] Poison Damage. Any Shockpoints cause Impairment 1 [PV x 3] Sequences.
===Fast Sting===
Sting 3<br>
Attack, Shot: Free Sting, may make a Free Move after Attack.
===Powerful Sting===
Sting 4<br>
Sting: Sting causes Knockdown.
===Soul Sting===
Sting 5<br>
Sting, Focus: Sting with +3 Damage damages Soul points and Wounds.
==Tail==
Sting?
==Balance==
==Manipulation==
==Heavy==
==Action==
==Tongue==
Tongue: Grapple or attack someone up to [Focus] meters away, with EV +5.<br>
Advancement: EV (Progression 1).
===Sticky===
You may also emit a sticky substance, rooting targets with a Strength of [Focus], requiring a total of 20 EV to break loose.<br>
===Dragger===
You may pull your grappled target to you.<br>
Advancement: Range (Progression 1)
===Barbed===
You do [Strength+Focus] Damage with your tongue.<br>
===Autotomy===
Focus: Release your tongue when it is grappled. It continues to grapple with your last result, until broken, or you release it. It has 1 Wound, and Toughness [Focus]. You cannot use Tongue until this effect ends.<br>
==Track==
Action, Focus: Mystic Tracking. [Creature Powers]/[Focus] vs [Powers]/[Soul] '''or''' [Survival]/[Wits]. Gets +3 AV per Wound of target. Success provides heading to target, EV 5 provides heading and distance (Range table) to target, EV 10 provides heading to, heading of, distance to and speed of target. EV 20 provides all of the above and a mystic sight of the target's surrounding. Successful Tracking attempts last Focus hours.
===Group Hug===
Track: Your Track effects are now shared with a number of allies up to your [Focus].
===Pack Track===
Track: You may now Track up to [Focus] different targets, or a group consisting of no more than [Focus x 10] targets.
===Tag Track===
Track, Focus: You may tag someone within line-of-sight, making it Difficulty 0 to track them. You may not regain this point of Focus until you "release" the target track.
===Badge Track===
Track: You may notice all targets of a certain type within a distance equal to [EV on the Range table]. (eg any corrupt cops, enemy mecha, small mammals).
==Trample==
Full Move, Focus: Trample: If you move over any target, you gain a Free Attack doing [Strength+Stamina] Damage.
===Momentum===
Move, Focus: You may perform a Trample.<br />
Full Move, Focus: Trample: You gain [Focus] Damage to the Trample.
===Lead Foot===
Trample, 1 Shock point: Trample gains [Focus] EV.
===Stampede===
Trample: Gain Multi-Target 2.<br />
Trample, Focus: Trample gains Multi-Target [Focus].
===Focused Trample===
Trample, Focus, 3 Shock points: Gain [Focus] AV to a Trample Attack.
==Wise==
Focus: Add 5 to AV of any Int-based Action.
===Lore Master===
Wise: Add [Focus] to EV of any Int-based Action.
===Akashic Soul===
Wise: Double the PV of any Int-based Action.
===Soul Master===
Wise: Gain a Power or Luck.
===Soul Memory===
Action, Focus: Gain any Proficiency. This lasts Focus hours.
===Wise Eye===
Action, Focus: Gain access to one Transformed Animal Power, Creature Power or Sorcery Schtick. This lasts Focus Actions with that Power, within Focus hours.
[[Category:Action!]]
[[Category:Schtick]]
b059f833ef2fb1e8ca749d41284aa3108d2d500c
Main Page
0
1
262
261
2023-04-12T10:15:58Z
Miraheze>Segmarian
0
/* Other */
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Zombies!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[The Strange]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
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:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
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:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
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:*[[One Roll Engine]]
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:*[[Hyperpunk!]]
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:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
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:*[[:Category:Games|Games]]
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:*[[Helena]]
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:*[[Utopia]]
:*[[Game Design]
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:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
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[[Category:Main]]
4869c17ef22ff276ade354234fd668f2ae949cef
263
262
2023-04-12T10:16:10Z
Miraheze>Segmarian
0
/* Other */
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Zombies!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[The Strange]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[Heroes against the Darkness]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Scions|Scions]]
:*[[City of the Five Rings]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[Game Design]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
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[[Category:Main]]
61d5ba440608a0809450bd9e976e9428ab14ae6a
264
263
2023-05-30T10:27:28Z
Miraheze>Segmarian
0
/* Welcome to {{SITENAME}}! */
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[City of the Five Rings]]
:*[[Zombies!]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[The Strange]]
:*[[Heroes against the Darkness]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Scions|Scions]]
:*[[Amber]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
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:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[Game Design]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
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[[Category:Main]]
dcd60c1929389be23f2af36684c0cc01629708f0
265
264
2023-06-02T22:06:23Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[L5R]]
:*[[City of the Five Rings]]
:*[[Zombies!]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[The Strange]]
:*[[Heroes against the Darkness]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Scions|Scions]]
:*[[Amber]]
:*[[Super Points]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[Game Design]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
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[[Category:Main]]
40c8526a50d34ca0be80846f0f696c115a331415
Star Tribes!/Character
0
51
740
739
2023-04-21T06:22:48Z
imported>Segmarian
0
/* Star Tribe Backgrounds */
wikitext
text/x-wiki
__NOTOC__
<noinclude>{{template:Action!}}</noinclude>
==Star Tribe Backgrounds==
The People are divided into Houses, with their own conditions, expressed as several modifiers and perks. Each House is further divided into Clans, with their own genetic traits. This is expressed as a straight +2 to the ClanTraits. These adds may raise the Trait in question above the AttributeMax, and are added last.
====The People====
All of The People have access to [[Star Tribes!/Schtick/Animal|Totem Animal]] Schticks.
====Warrior Circles====
Have access to [[Star Tribes!/Schtick/Gun|Gun Schticks]].
====Priest Congregations====
Have access to all [[Star Tribes!/Schtick/Animal|Animal Schticks]].
====WarPriest Convents====
Have access to [[Star Tribes!/Schtick/Fu|Martial Arts]] schticks.
====Specialist Chapters====
Have access to [[Star Tribes!/Schtick/Proficiency|Skill]] Schticks.
====Tech Charters====
Have access to [[Star Tribes!/Mechanics|Mecha]] Schticks.
====Alien Hives====
The Aliens congregate in Hives to transfer the knowledge of their [[Star Tribes!/Schtick/Alien|Alien]] Schtcks.
====Ritual Schticks====
The way of the People.
====Gun Schticks====
The way of the Warrior.
====Martial Arts Schticks====
The way of the WarPriest.
====Specialist Schticks====
The way of the Specialist.
====Mystic Schticks====
The way of the Mystic.
====Animal Schticks====
[[Action!/Schtick/Animal|Animal]] schticks geneered into the People.
====Alien Schticks====
The unique [[Star Tribes!/Schtick/Alien|Alien]] abilities implanted in the Hives.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Character points==
Characters are built on 120 points, divided into 4 parts.
* 48 '''[[Attributes (Action!)|Attribute]] points
* 24 '''[[Skills (Action!)|Skill]] points
* 24 '''[[Schticks (Action!)|Schtick]] points
* 24 '''Free points'''
Any type of points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.<br>
All Attributes and Skills may be bought up to 13.<br>
Schticks may provide a bonus up to +13.
==Character Attributes==
All primary attributes start at 5.
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan=3|'''[[#Body|Body]]'''
|-
||[[Strength (Action!)|Strength]]|||[[Action!/Attribute/Agility|Agility]]|||[[Toughness (Action!)|Toughness]]
|-
|colspan=3|'''[[#Mind|Mind]]'''
|-
||[[Perception (Action!)|Perception]]|||[[Intelligence (Action!)|Intelligence]]|||[[Wits (Action!)|Wits]]
|-
|colspan=3|'''[[#Presence|Presence]]'''
|-
||[[Charisma (Action!)|Charisma]]|||[[Manipulation (Action!)|Manipulation]]|||[[Empathy (Action!)|Empathy]]
|-
|colspan=3|'''[[#Soul|Soul]]'''
|-
||[[Focus (Action!)|Focus]]|||[[Luck (Action!)|Luck]]|||[[Power (Action!)|Power]]
|-
|colspan=3|'''[[#Society|Society]]'''
|-
||[[Action!/Attribute/Influence|Influence]]|||[[Action!/Attribute/Resources#Star Tribes!|Resource]]|||[[Action!/Attribute/Status|Status]]
|}
</div>
<br>
<div class="col">
{| border="1" cellspacing="0" cellpadding="3px"
|colspan="2"|'''Secondary Attributes'''
|-
||[[Shot Count (Action!)|Shot Count]]||( Agility + Wits + Luck ) / 3 (rounded down)
|-
||[[Health (Action!)|Health]]||Strength + Toughness + Focus x 2
|-
||[[Action!/Attribute/Wound Capacity|Wound Capacity]]||Toughness
|-
||[[Action!/Attribute/Wound Threshold|Wound Threshold]]||5
|-
||[[Action!/Attribute/Size|Size]]||5
|-
||[[Power Pool (Action!)|Power Pool]]||Power
|-
||[[Focus Pool (Action!)|Focus Pool]]||Focus
|-
||[[Luck Pool (Action!)|Luck Pool]]||Luck
|-
||[[Action!/Attribute/Capacity|Capacity Pool]]||Capacity
|-
||[[Move (Action!)|Move]]||( Strength + Agility + Toughness ) / 3 (rounded down)
|-
||[[Presence (Action!)|Presence Pool]]||( Charisma + Manipulation + Empathy ) / 3 (rounded down)
|-
||[[Action!/Attribute/Mind|Mind Pool]]||( Intelligence + Perception + Wits ) / 3 (rounded down)
|-
||[[Action!/Attribute/Society|Society pool]]||( Influence + Resources + Status ) / 3 (rounded down)
|}
</div>
==Point Costs==
====Attribute Points====
1 '''[[Attributes_(Action!)|Attribute]] points''' buy +1 in an '''[[Attributes_(Action!)|Attribute]]''' (up to the AttributeMax of 10).
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, which is 10 in this campaign).
====Schtick Points====
Tier '''[[Action!/Schtick|Schtick]]''' points buy a '''[[Action!/Schtick|Schtick]]'''. The maximum bonus from a schtick is +10 (the Schtick Max).<br>
You may buy schticks you have access to.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
====Free Points====
May be used to buy anything, at normal cost.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]''' at normal cost.
====Skill Points====
1 '''[[Skills (Action!)|Skill]] point''' buys 10 in a '''[[Skills (Action!)|Skill]]'''. The first point in a '''[[Skills (Action!)|Skill]]''' also provides 1 '''[[Skills (Action!)|Proficiency]]'''.<br>
1 '''[[Skills (Action!)|Skill]] point''' buys 1 '''[[Skills (Action!)|Proficiency]]''' or +1 in a '''[[Skills (Action!)|Skill]]''' (up to the SkillMax, 13).
====Schtick Points====
Varies. Most often 2 '''[[Schticks_(Action!)|Schtick]]''' points buy 1 '''[[Schticks_(Action!)|Schtick]]'''.
====All points====
Any points may be used to buy '''[[Perks & Flaws (Action!)|Perks and Flaws]]'''.
==Character Classes==
There are a number of '''[[Star Tribes!/Class|Classes]]''' that change some aspects of a character.
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
==Skill Max==
You may not have more than the square root (total points/2) +6 in a Skill, Attribute or Schtick. This is called the Max.<br>
You start with a Max of 13. <br>
This means your SkillMax, AttributeMax and SchtickMax are set to the Max, 13. Some Schticks raise that independently for the three.<br><br>
Example:
Billy the Goat buys the Perks [[Action!/Schtick/Perks_&_Flaws#Veteran|Veteran]] in Action (+1 SkillMax Action) and [[Action!/Schtick/Perks_&_Flaws#Specialist|Specialist]] in Martial Arts (+1 SkillMax Action/Martial Arts) as a starting Character. This means he now has a SkillMax of 11 (10+1 for Veteran) in Action and a SkillMax of 12 (10+1 for Veteran+1 for Specialist) in the Martial Arts proficiency of Action.
{| class="wikitable"
||Total Points|||Max|||Total points|||Max|||Total points|||Max
|-
||0|||6|||98|||13|||392|||20
|-
||1|||7|||128|||14|||450|||21
|-
||8|||8|||162|||15|||512|||22
|-
||18|||9|||200|||16|||578 |||23
|-
||32|||10|||242|||17|||648|||24
|-
||50|||11|||288|||18|||722|||25
|-
||72|||12|||338|||19|||800|||26
|}
{| class="wikitable"
|-
|Points per Category||Max
|-
|10||10
|-
|13||11
|-
|18||12
|-
|24||13
|-
|30||14
|-
|36||15
|}
[[Category:Action!]]
[[Category:Mecha!]]
[[Category:Space Opera!]]
[[Category:Star Tribes!]]
b5dd2e17d78e0d7a51343563b163062a2f4294da
Exalted
0
10
108
107
2023-04-22T06:34:54Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[The First Exalted]] - A singleplayer campaign
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[/Charmbuilder|Charm building]]
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
----
{{Special:PrefixIndex/{{FULLPAGENAME}}/ |stripprefix=1 |}}
[[Category:Exalted]]
c1f42dd5007cf9587d09fe86d868f61d58ff9a76
109
108
2023-04-22T06:36:02Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
{{Category:Exalted}}
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[The First Exalted]] - A singleplayer campaign
*[[Exalted/The Last Sidereal|The Last Sidereal]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[/Charmbuilder|Charm building]]
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
----
{{Special:PrefixIndex/{{FULLPAGENAME}}/ |stripprefix=1 |}}
[[Category:Exalted]]
fd277e29c81687e88e48e46999a7c486050bd7e7
Savage Worlds
0
2
6
5
2023-05-29T20:04:59Z
Miraheze>Segmarian
0
/* System Changes */
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Character Construction==
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charismabased.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session´(or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
3a947a59693d4645fcc5ca5d44fb542090f4b21e
7
6
2023-05-29T20:06:02Z
Miraheze>Segmarian
0
/* Persuasion */
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Character Construction==
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charisma based.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session´(or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
8826c59092b18e19bd13863751caa6985cd00fd8
8
7
2023-05-29T20:24:20Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Character Construction==
===Attributes===
Agility, Smarts, Strength, Spirit, Vigor, Charisma.
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charisma based.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
===Jack of Legend===
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
4f256a39c422178da00d6b9b06346c8e5b6fe75f
9
8
2023-05-29T20:42:40Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==Modules==
*[[Savage Worlds/Mecha|Mecha]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Character Construction==
===Attributes===
Agility, Smarts, Strength, Spirit, Vigor, Charisma.
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charisma based.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
===Jack of Legend===
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
835451bdc27474c87a05583485a811a426085fa7
10
9
2023-06-09T20:57:07Z
Miraheze>Segmarian
0
/* Attributes */
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==Modules==
*[[Savage Worlds/Mecha|Mecha]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Character Construction==
===Starting Attributes===
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12.
===Skill Raises===
15 starting Raises.
===Edges===
1 Free Novice Edge for humans.
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges.
===Free Points===
These may be used to buy Edges and Skills. You have 24 of these.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charisma based.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
===Jack of Legend===
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
f19ab3d2429811e29746470d50424879b4116440
11
10
2023-06-09T21:44:29Z
Miraheze>Segmarian
0
/* Character Construction */
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==Modules==
*[[Savage Worlds/Mecha|Mecha]]
==System Changes==
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Character Construction==
===Starting Attributes===
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12 with these Raises.
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
===Skill Raises===
15 starting Raises.
1 Skill Raise = 1 New Skill.
1 Skill Raise = Raise 1 Skill die 1 Step.
===Edges===
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.
[[Category:Savage Worlds]]
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charisma based.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
===Jack of Legend===
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
d53d89006aa53a7d762828e38d5ff801bb6f05b1
12
11
2023-06-09T21:47:01Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==Modules==
*[[Savage Worlds/Mecha|Mecha]]
==Rules==
*[[/System Changes|System Changes]]
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
*[[/Character|Character Creation]]
==Character Construction==
===Starting Attributes===
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
===Starting Attribute Raises===
12 starting Raises. No Attribute above d12 with these Raises.
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
===Skill Raises===
15 starting Raises.
1 Skill Raise = 1 New Skill.
1 Skill Raise = Raise 1 Skill die 1 Step.
===Edges===
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charisma based.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
===Jack of Legend===
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
[[Category:Savage Worlds]]
3b723f8f00e51a89b155a5037cb4a74272482004
13
12
2023-06-09T21:58:58Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Savage Worlds=
==Campaigns==
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
==Modules==
*[[Savage Worlds/Mecha|Mecha]]
==Rules==
*[[/System Changes|System Changes]]
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
*[[/Character|Character Creation]]
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
==Changed Edges==
===Attractive===
Now provides +1 to Charisma, when appropriate.
====Very Attractive====
Now provides +2 to Charisma, when appropriate.
===Charismatic===
Removed.
===Fast Thinking===
Now provides +2 Defense against Smarts Tests.
===Investigator===
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
===Jack-of-All-Trades===
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
===Leader of Men===
Leader of Men increases the Attribute die by one step when making group rolls.
===Lightning Reflexes===
Now provides +2 Defense against Agility Tests.
===Noble===
Now provides +1 Charisma instead of +2.
===Robust===
Now provides +2 Defense against Strength Tests.
===Stalwart===
Now provides +2 Defense against Vigor Tests.
===Strong Willed===
Now provides +2 Defense against Spirit Tests.
===Witty===
Now provides +2 Defense against Charisma Tests.
==New Edges==
===Crippling Blow===
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
===Hardy===
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
===Impossible to Kill===
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
===One Man Army===
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
===Ravager===
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
===Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
===Supreme Warlord===
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
===Unstoppable===
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
===Powerful Attack===
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
===Improved Powerful Attack===
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
===Jack of Legend===
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
==Standard Campaign Options==
===Advance points===
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
===Arcane Backgrounds===
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
====Improved Preparation====
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
====Lengthy Preparation====
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
====Assensing Master====
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
====Magical Endurance====
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
====Ritual Caster====
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
====Spell Focus====
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
====Improved Spell Focus====
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
====Spell Mastery====
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
====Spirit Affinity====
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==My Setting Rules==
===Blood & Guts===
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
===Easy Skills===
Characters can buy new skills during play for 1 point.
===Joker’s Wild===
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
===Minor Edges===
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
===Multiple Languages===
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==Setting Rules - Things to Do in Tenochtitlan When You're Dead==
===Extra Edges===
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
===Free Hindrances===
All characters get Illiterate and Destitute for free.
[[Category:Savage Worlds]]
7fcc4631446357aa401dfc3cc72c3c8c2c6ffa91
14
13
2023-06-09T22:26:31Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Campaigns=
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
=Modules=
*[[Savage Worlds/Mecha|Mecha]]
=Rules=
*[[/System Changes|System Changes]]
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
*[[/Character|Character Creation]]
=Expanded Dice Progression=
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Unstoppable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
=Standard Campaign Options=
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
===Improved Preparation===
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
===Lengthy Preparation===
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
===Assensing Master===
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
===Magical Endurance===
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
===Ritual Caster===
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
===Spell Focus===
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
===Improved Spell Focus===
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
===Spell Mastery===
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
===Spirit Affinity===
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
[[Category:Savage Worlds]]
250bc7b37bc0c61912be8478fcbf48b2c85b377b
15
14
2023-06-09T22:37:11Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Campaigns=
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
=Modules=
*[[Savage Worlds/Mecha|Mecha]]
=Rules=
*[[/System Changes|System Changes]]
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
*[[/Character|Character Creation]]
=Expanded Dice Progression=
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
=Standard Campaign Options=
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
===Improved Preparation===
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
===Lengthy Preparation===
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
===Assensing Master===
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
===Magical Endurance===
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
===Ritual Caster===
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
===Spell Focus===
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
===Improved Spell Focus===
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
===Spell Mastery===
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
===Spirit Affinity===
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
[[Category:Savage Worlds]]
00867c4aa078532ad2e24d36a20c8ef21ef40e7b
16
15
2023-06-09T22:59:03Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Campaigns=
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
=Modules=
*[[Savage Worlds/Mecha|Mecha]]
=Rules=
*[[/System Changes|System Changes]]
*[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
*[[/Character|Character Creation]]
=Expanded Dice Progression=
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...
=Standard Campaign Options=
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
===Improved Preparation===
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
===Lengthy Preparation===
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
===Assensing Master===
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
===Magical Endurance===
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
===Ritual Caster===
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
===Spell Focus===
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
===Improved Spell Focus===
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
===Spell Mastery===
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
===Spirit Affinity===
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
[[Category:Savage Worlds]]
b17b294bfe876ff4aa51eda94a65c494a578ff47
17
16
2023-06-09T23:00:11Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Campaigns=
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
=Modules=
*[[Savage Worlds/Mecha|Mecha]]
=Rules=
*[[/System Changes|System Changes]]
*[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
*[[/Character|Character Creation]]
===Improved Preparation===
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
===Lengthy Preparation===
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
===Assensing Master===
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
===Magical Endurance===
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
===Ritual Caster===
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
===Spell Focus===
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
===Improved Spell Focus===
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
===Spell Mastery===
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
===Spirit Affinity===
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
[[Category:Savage Worlds]]
9dd615534e6df3c72b4dbff40db8ade5ba6f8939
18
17
2023-06-09T23:04:58Z
Miraheze>Segmarian
0
/* Rules */
wikitext
text/x-wiki
=Campaigns=
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
=Modules=
*[[Savage Worlds/Mecha|Mecha]]
=Rules=
*[[/System Changes|System Changes]]
*[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
*[[/Character|Character Creation]]
[[Category:Savage Worlds]]
ba3101acbd51cb96412ca88cf2df51e60cb61ae6
Savage Worlds/Character
0
3
21
2023-06-09T21:50:42Z
Miraheze>Segmarian
0
Created page with "=Character Construction= ==Starting Attributes== *Agility d4 *Charisma d4 *Smarts d4 *Spirit d4 *Strength d4 *Vigor d4 ==Starting Attribute Raises== 12 starting Raises. No Attribute above d12 with these Raises. 1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps). ==Skill Raises== 15 starting Raises. 1 Skill Raise = 1 New Skill. 1 Skill Raise = Raise 1 Skill die 1 Step. <b>[[Savage Worlds/Skill|List of Skills]]</b> {{::Savage Worlds/Skill}} ==Edges==..."
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.
1 Skill Raise = 1 New Skill.
1 Skill Raise = Raise 1 Skill die 1 Step.
<b>[[Savage Worlds/Skill|List of Skills]]</b>
{{::Savage Worlds/Skill}}
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b>
{{::Savage Worlds/Edge}}
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b>
{{::Savage Worlds/Hindrances}}
[[Category:Savage Worlds]]
aad5200ba2d2b9a2f40a9d7a6aea96eac9b7e9ac
22
21
2023-06-09T21:51:31Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
{{::Savage Worlds/Skill}}
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
{{::Savage Worlds/Edge}}
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
{{::Savage Worlds/Hindrances}}
[[Category:Savage Worlds]]
7ebf7fd99a096715a3aca7dd07110aa76a1a67b8
23
22
2023-06-09T21:51:55Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
{{:Savage Worlds/Skill}}
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
{{:Savage Worlds/Edge}}
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
{{:Savage Worlds/Hindrances}}
[[Category:Savage Worlds]]
5b4a22c95f82a3beabe704fdc671d778484c9549
24
23
2023-06-09T22:04:28Z
Miraheze>Segmarian
0
/* Skill Raises */
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
:{{Savage Worlds/Skill}}
[[Category:Savage Worlds]]
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
{{:Savage Worlds/Edge}}
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
{{:Savage Worlds/Hindrances}}
[[Category:Savage Worlds]]
5c0105bedfa6ff9ffe9158387a7131fc5794dbd8
25
24
2023-06-09T22:04:52Z
Miraheze>Segmarian
0
/* Skill Raises */
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
[[:Savage Worlds/Skill]]
[[Category:Savage Worlds]]
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
{{:Savage Worlds/Edge}}
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
{{:Savage Worlds/Hindrances}}
[[Category:Savage Worlds]]
d124467bd2f56197a83f5adf09b99e9b12efd863
26
25
2023-06-09T22:06:35Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
{{Savage Worlds/Skill}}
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
{{Savage Worlds/Edge}}
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
{{Savage Worlds/Hindrances}}
[[Category:Savage Worlds]]
f3a2abc3d23d568b51fb97fa8da6c58917a6e4ee
27
26
2023-06-09T22:09:05Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
{{:Savage Worlds/Skill}}
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
{{:Savage Worlds/Edge}}
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
{{:Savage Worlds/Hindrances}}
[[Category:Savage Worlds]]
5b4a22c95f82a3beabe704fdc671d778484c9549
28
27
2023-06-09T22:30:44Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Seasoned and 10 Veteran Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
[[Category:Savage Worlds]]
1fa0e3c71db8510867766baf2ca8bc6006459043
Savage Worlds/System Changes
0
4
31
2023-06-09T22:00:07Z
Miraheze>Segmarian
0
Created page with "==New and Changed Attributes== ===Charisma=== Charisma is now a Primary Attribute, starting at d4. ===Parry=== Is now based on Defense. ===Resources=== This is now a Setting-specific Attribute starting at d4. ==New and Changed Skills== ===Athletics=== Incorporates Swimming, Climbing, doing cool stunts etc etc. ===Defense=== The Defensive skill for Parry and dodging Area Attacks. ===Fighting=== Is now an offensive Skill, and may not be used to Defend with, except with th..."
wikitext
text/x-wiki
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
==New and Changed Skills==
===Athletics===
Incorporates Swimming, Climbing, doing cool stunts etc etc.
===Defense===
The Defensive skill for Parry and dodging Area Attacks.
===Fighting===
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
===Persuasion===
Now Charisma based.
===Profession===
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
===Streetwise===
Now Charismabased.
===Taunt===
Now Charismabased.
==New and Changed Edges==
===Dodge===
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
===Improved Dodge===
Same as above, but +2.
[[Category:Savage Worlds]]
b118a9e9180be745dced66abaf2607c67050908e
32
31
2023-06-09T22:29:01Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=My Setting Rules=
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Extra Edges==
All characters start as Seasoned Characters, with 10 extra points to buy Edges. You may buy 2 Seasoned Edges. You may buy 1 Legendary Edge if you wish and the GM concurs.
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
a03a555290c822a3301ff77abe46ba42c58a8df1
33
32
2023-06-09T22:32:37Z
Miraheze>Segmarian
0
/* Setting Rules - Things to Do in Tenochtitlan When You're Dead */
wikitext
text/x-wiki
=My Setting Rules=
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
[[Category:Savage Worlds]]
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
fc5aebcfe26d79f33c8107e49d07a3494470f617
34
33
2023-06-09T22:34:40Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=My Setting Rules=
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
==New and Changed Attributes==
===Charisma===
Charisma is now a Primary Attribute, starting at d4.
===Parry===
Is now based on Defense.
===Resources===
This is now a Setting-specific Attribute starting at d4.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
7688dfc67d599a1dc6f4a700c9570d2a86ddde59
35
34
2023-06-09T22:36:04Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=My Setting Rules=
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
69eed9f4bd1db72eac0f2f1442712a39001a3b22
36
35
2023-06-09T22:59:16Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
5bc7abb2818d9ae8c521aa932e3581e1cb3caf16
37
36
2023-06-09T23:03:16Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
To cast a spell the character with Arcane Background must roll a Skill check - TN 4 plus a modifier for each spell rank above their own:
*Novice 0
*Seasoned +4
*Veteran +8
*Heroic +12
*Legendary +16<br>
This lessens as the character becomes more skillful (IE- A Seasoned user modifiers would look like this: Novice 0; Seasoned +0; Veteran +4; Heroic +8; Legendary +12).<br>
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Wild Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
9ce4f35fe0204ea53127acaa84ce00fd040006ec
Savage Worlds/Skill
0
5
49
2023-06-09T22:02:10Z
Miraheze>Segmarian
0
Created page with "=Athletics= =Boating= =Defense= =Driving= =Fighting= =Gambling= =Healing= =Intimidation= =Investigation= =Knowledge*= =Lockpicking= =Notice= =Persuasion= =Piloting= =Repair= =Riding= =Shooting= =Stealth= =Streetwise= =Survival= =Taunt= =Throwing= =Tracking= [[Category:Savage Worlds]]"
wikitext
text/x-wiki
=Athletics=
=Boating=
=Defense=
=Driving=
=Fighting=
=Gambling=
=Healing=
=Intimidation=
=Investigation=
=Knowledge*=
=Lockpicking=
=Notice=
=Persuasion=
=Piloting=
=Repair=
=Riding=
=Shooting=
=Stealth=
=Streetwise=
=Survival=
=Taunt=
=Throwing=
=Tracking=
[[Category:Savage Worlds]]
11584ad8ac53587795f1bba0f11d67e919efc648
50
49
2023-06-09T22:29:39Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Athletics=
=Boating=
=Defense=
=Driving=
=Fighting=
=Gambling=
=Healing=
=Intimidation=
=Investigation=
=Knowledge*=
=Lockpicking=
=Notice=
=Persuasion=
=Piloting=
=Profession*=
=Repair=
=Riding=
=Shooting=
=Stealth=
=Streetwise=
=Survival=
=Taunt=
=Throwing=
=Tracking=
[[Category:Savage Worlds]]
62d012a6d15cf5e957762e736f2a659bbc2919b7
Savage Worlds/Edge
0
6
52
2023-06-09T22:37:38Z
Miraheze>Segmarian
0
Created page with "=Changed Edges= ==Attractive== Now provides +1 to Charisma, when appropriate. ===Very Attractive=== Now provides +2 to Charisma, when appropriate. ==Charismatic== Removed. ==Fast Thinking== Now provides +2 Defense against Smarts Tests. ==Investigator== Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+ ==Jack-of-All-Trades== Requirements: Novice, All Attributes d6+ Now provides all Skills at d4. ==Leader of Men== Leader of Men increases the A..."
wikitext
text/x-wiki
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Unstoppable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
0f162db9c8f3a5285443d55fd6d55261a606bc78
53
52
2023-06-09T22:39:53Z
Miraheze>Segmarian
0
/* Changed Edges */
wikitext
text/x-wiki
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+<br>
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
[[Category:Savage Worlds]]
=New Edges=
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Unstoppable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
08a64ddcd7971f33dad4472affa3653502d7a1ca
54
53
2023-06-09T22:58:07Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+<br>
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Unstoppable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
[[Category:Savage Worlds]]
a514f8bc7dbaf7668183f3eb000a9afff3210649
55
54
2023-06-09T23:06:37Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+<br>
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Improved Preparation==
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
==Lengthy Preparation==
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
==Assensing Master==
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
==Magical Endurance==
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
==Ritual Caster==
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
==Spell Focus==
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
==Improved Spell Focus==
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
==Spell Mastery==
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
==Spirit Affinity==
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Unstoppable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+
Now provides all Skills at d6.
[[Category:Savage Worlds]]
2423428e743731346558f220275ebcd9b9091208
56
55
2023-06-09T23:08:52Z
Miraheze>Segmarian
0
/* Jack of Legend */
wikitext
text/x-wiki
[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+<br>
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Improved Preparation==
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
==Lengthy Preparation==
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
==Assensing Master==
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
==Magical Endurance==
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
==Ritual Caster==
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
==Spell Focus==
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
==Improved Spell Focus==
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
==Spell Mastery==
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
==Spirit Affinity==
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Unstoppable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+<br>
Now provides all Skills at d6.
[[Category:Savage Worlds]]
52c6a5d7d369ba345a78c53d21ac170c981bd6fe
Savage Worlds
0
2
19
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2023-06-09T23:11:14Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Campaigns=
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
=Modules=
*[[Savage Worlds/Mecha|Mecha]]
=Rules=
*[[/System Changes|System Changes]]
*[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
*[[/Character|Character Creation]]
*[[/Edge|Edges]]
*[[/Skill|Skills]]
*[[/Hindrance|Hindrances]]
[[Category:Savage Worlds]]
f834391193e180f1c6b55b82c0bce62504211aaf
20
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2023-06-19T13:48:09Z
Segmarian
2
18 revisions imported
wikitext
text/x-wiki
=Campaigns=
*[[/Savage Torg|Savage Torg]]
*[[/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
*[[/Heroic Worlds|Heroic Worlds]]
=Modules=
*[[Savage Worlds/Mecha|Mecha]]
=Rules=
*[[/System Changes|System Changes]]
*[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
*[[/Character|Character Creation]]
*[[/Edge|Edges]]
*[[/Skill|Skills]]
*[[/Hindrance|Hindrances]]
[[Category:Savage Worlds]]
f834391193e180f1c6b55b82c0bce62504211aaf
Savage Worlds/Tenochtitlan
0
7
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Miraheze>Segmarian
0
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II - Lock, Stock and 2 Smoking Cannons=
==Characters==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas.
*Priestess Tlalli of the bleeding Madonna and Tlaloc
*
*
*
==Wild Cards==
*
*
*
*
*
[[Category:Savage Worlds]]
6d3097a3ff7c5eeb039d2d2b5afffc8ce1431c11
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0
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
==Characters==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas.
*Priestess Tlalli of the bleeding Madonna and Tlaloc
*
*
*
==Wild Cards==
*
*
*
*
*
[[Category:Savage Worlds]]
d2d32fff519b039f54890cb1fb15ea69c869f20a
64
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Miraheze>Segmarian
0
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
==Characters==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas.
*Priestess Tlalli of the bleeding Madonna and Tlaloc
*
*
*
==Wild Cards==
*
*
*
*
*
[[Category:Savage Worlds]]
e6ac0a828c2a0865dca6973923e9faa2987afd5b
65
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2023-06-12T10:10:05Z
Miraheze>Segmarian
0
/* Things To Do In Tenochtitlan When You're Dead */
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
[[Category:Savage Worlds]]
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
==Characters==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas.
*Priestess Tlalli of the bleeding Madonna and Tlaloc
*
*
*
==Wild Cards==
*
*
*
*
*
[[Category:Savage Worlds]]
64d0b2af83057b6f100719ec6ed0369aafe65598
66
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2023-06-12T10:10:56Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
==Characters==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas.
*Priestess Tlalli of the bleeding Madonna and Tlaloc
*
*
*
==Wild Cards==
*
*
*
*
*
[[Category:Savage Worlds]]
593a897f4d02ae47ca21e76571c04f567932df25
67
66
2023-06-13T19:25:57Z
Miraheze>Segmarian
0
/* Characters */
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
==Characters==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas.
*Priestess Tlalli of the Virgin of Tlaxcala de Xicohténcatl and Maiden of Xochiquetzal.
*African Pirate, ex-slave.
*Ronin/Ninja/Bushi/Hatamoto Aki
*Doctor Anton Tallegen of Switzerland
[[Category:Savage Worlds]]
==Wild Cards==
*
*
*
*
*
[[Category:Savage Worlds]]
889111d493f8c86e437ad15608b6547333c642e8
68
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2023-06-14T20:37:36Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
==Characters==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas
*Goliath - Huge. No, larger. Bonhomme giant.
*Crispina - Young female Trueno-klon
*Priestess Tlalli of the Virgin of Tlaxcala de Xicohténcatl and Maiden of Xochiquetzal
*Oni Monifa, Female African Pirate, ex-slave
*Ronin/Ninja/Bushi/Hatamoto Aki
*Doctor Anton Tallegen of Switzerland
==Wild Cards==
*
*
*
*
*
[[Category:Savage Worlds]]
6e7bce5a6d925cce990a5a3e58885817fa53d284
69
68
2023-06-14T20:38:15Z
Miraheze>Segmarian
0
/* Things To Do In Tenochtitlan When You're Dead Part II */
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
==Wildcards==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas
*Goliath - Huge. No, larger. Bonhomme giant.
*Crispina - Young female Trueno-klon
*Priestess Tlalli of the Virgin of Tlaxcala de Xicohténcatl and Maiden of Xochiquetzal
*Oni Monifa, Female African Pirate, ex-slave
*Ronin/Ninja/Bushi/Hatamoto Aki
*Doctor Anton Tallegen of Switzerland
[[Category:Savage Worlds]]
5520b87d6ffa7d05cc1ed84d5ba649cd5d5c10f9
70
69
2023-06-18T14:06:59Z
Miraheze>Segmarian
0
/* Lock, Stock and 2 Smoking Cannons */
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
Stadsvaktskapten - Karl Lejon - Blivit inburad av
Borgmästare - KarlLejon - Håller om ryggen
Dålig - Katolsk präst - Iago - Misstänker att han är Jaguarkrigare
Bra - Bonden Pablo - Iago - Behandlar alla väl
Dålig relation - Saga Gunnarsdotter - spelat av mycket pengar, ute efter - Sevan (armenier) sjöman
Bra relation - Hälare som köper saker av Saga - Saga Gunnarsdotter
Dålig relation - Basira -There Was A Scandal - Sir Linden Page
Bra relation - - Har Letter of Recommendation till familj
Bra relation - Värdshusvärd - Kommer bra överens
Dålig relation - Kapten på skepp som tog er till Nya Världen, vägrar erkänna att det är fel. - Jabir Chamun
[[Category:Savage Worlds]]
==Wildcards==
*Capitan Trueno - An old, heroic captain that helped Spain colonize the Americas
*Goliath - Huge. No, larger. Bonhomme giant.
*Crispina - Young female Trueno-klon
*Priestess Tlalli of the Virgin of Tlaxcala de Xicohténcatl and Maiden of Xochiquetzal
*Oni Monifa, Female African Pirate, ex-slave
*Ronin/Ninja/Bushi/Hatamoto Aki
*Doctor Anton Tallegen of Switzerland
[[Category:Savage Worlds]]
034a03bff0a7edfb35693df3b4ddcf660a2b0158
71
70
2023-06-18T14:21:38Z
Miraheze>Segmarian
0
/* Wildcards */
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
Stadsvaktskapten - Karl Lejon - Blivit inburad av
Borgmästare - KarlLejon - Håller om ryggen
Dålig - Katolsk präst - Iago - Misstänker att han är Jaguarkrigare
Bra - Bonden Pablo - Iago - Behandlar alla väl
Dålig relation - Saga Gunnarsdotter - spelat av mycket pengar, ute efter - Sevan (armenier) sjöman
Bra relation - Hälare som köper saker av Saga - Saga Gunnarsdotter
Dålig relation - Basira -There Was A Scandal - Sir Linden Page
Bra relation - - Har Letter of Recommendation till familj
Bra relation - Värdshusvärd - Kommer bra överens
Dålig relation - Kapten på skepp som tog er till Nya Världen, vägrar erkänna att det är fel. - Jabir Chamun
[[Category:Savage Worlds]]
==Wildcards==
*Capitan Carlos Trueno - An old, heroic captain that helped Spain colonize the Americas
*Goliath - Huge. No, larger. Bonhomme giant.
*Crispina - Young female Trueno-klon
*Priestess Tlalli of the Virgin of Tlaxcala de Xicohténcatl and Maiden of Xochiquetzal
*Oni Monifa, Female African Pirate, ex-slave
*Ronin/Ninja/Bushi/Hatamoto Aki
*Doctor Anton Tallegen of Switzerland
[[Category:Savage Worlds]]
e2df7796121421d4d8a6df50b370cf57c976a2ca
72
71
2023-06-18T14:55:06Z
Miraheze>Segmarian
0
/* Things To Do In Tenochtitlan When You're Dead Part II */
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
Stadsvaktskapten - Karl Lejon - Blivit inburad av
Borgmästare - KarlLejon - Håller om ryggen
Dålig - Katolsk präst - Iago - Misstänker att han är Jaguarkrigare
Bra - Bonden Pablo - Iago - Behandlar alla väl
Saga - Dålig relation - Saga Gunnarsdotter - spelat av mycket pengar, ute efter - Sevan (armenier) sjöman
Saga - Bra relation - Hälare som köper saker av Saga - Saga Gunnarsdotter
Isad - Dålig relation - Isad-There Was A Scandal - Sir Linden Page
Isad - Bra relation - Isad - Har Letter of Recommendation till familj
Jabir Chamun - Bra relation - Värdshusvärd - Kommer bra överens
Jabir Chamun - Dålig relation - Kapten på skepp som tog er till Nya Världen, vägrar erkänna att det är fel.
==Wildcards==
*Capitan Carlos Trueno - An old, heroic captain that helped Spain colonize the Americas
*Goliath - Huge. No, larger. Bonhomme giant.
*Crispina - Young female Trueno-klon
*Priestess Tlalli of the Virgin of Tlaxcala de Xicohténcatl and Maiden of Xochiquetzal
*Oni Monifa, Female African Pirate, ex-slave
*Ronin/Ninja/Bushi/Hatamoto Aki
*Doctor Anton Tallegen of Switzerland
[[Category:Savage Worlds]]
a362cf6b676d93ee9d6815456760842f0310a9e3
Savage Worlds/Tenochtitlan/GM
0
8
74
2023-06-09T23:28:05Z
Miraheze>Segmarian
0
Created page with "*Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca]]) [[Category:Savage Worlds]]"
wikitext
text/x-wiki
*Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca]])
[[Category:Savage Worlds]]
b75de63891354d87be7f32b6ede62b9be108da6b
75
74
2023-06-09T23:28:27Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
*Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca|Tezcatlipoca]])
[[Category:Savage Worlds]]
53a9790dba7796e6be0520f49d0c31ce4f9b1355
76
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2023-06-09T23:28:40Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
*Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
[[Category:Savage Worlds]]
383693f95f502982e647c417eaa7fe843aa9b58e
77
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2023-06-09T23:35:52Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
[[Category:Savage Worlds]]
755924eda283d88b2efc65e3091fcb0b4c42ab52
78
77
2023-06-10T00:04:43Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
[[Category:Savage Worlds]]
dfa567a965d33a1ee22cf2a323a9046966142229
79
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2023-06-14T05:32:06Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6,
Strength d6, Vigor d6
Skills: Boating d6, Climbing d6, Fighting d6/d6,
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6
Pace: 6; Parry: 5
Hindrances: Garrulous, Greedy, Mean
Fame: –5
Edges: Dirty Fighter
Booty: Loot per every 5 pirates
Gear: Knife (d6+d4), cutlass (2d6), matchlock
pistol (Range 5/10/20; Damage 2d6), shot
and powder (20)
[[Category:Savage Worlds]]
831c69317d408450c75a79ad06c14b7c0695faf8
80
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2023-06-14T05:32:57Z
Miraheze>Segmarian
0
/* Pirates */
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6/d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
[[Category:Savage Worlds]]
274e36928644bd8522e785b2e6c12e1db36d4a5c
81
80
2023-06-14T05:34:25Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
[[Category:Savage Worlds]]
c8e1c6576d59e1ca32742642d67adfa4996c7728
82
81
2023-06-14T21:04:24Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
*Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d6, Vigor d6
*Charisma: -2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Boating d8, Climbing d6, Fighting
d6, Gambling d4, Notice d4, Repair d6,
Shooting d6, Swimming d6
*Hindrances: Greedy (Minor), Mean (Minor), +1 Major
*Edges: Sailor’s Blood, Extraction or Quick,
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
[[Category:Savage Worlds]]
af7e6442a21ef1fbd40d962cbd2f15410ab9dc4c
83
82
2023-06-14T21:05:15Z
Miraheze>Segmarian
0
/* BASIC CREWMAN (PIRATE / PRIVATEER) */
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,
Strength d6, Vigor d6
Charisma: -2, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Climbing d6, Fighting
d6, Gambling d4, Notice d4, Repair d6,
Shooting d6, Swimming d6
Hindrances: Greedy (Minor), Mean (Minor), +1 Major
Edges: Sailor’s Blood, Extraction or Quick,
+1 additional Edge
[[Category:Savage Worlds]]
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
[[Category:Savage Worlds]]
ed00585b87f87b84fd56b4e3ad40140085f56ee6
84
83
2023-06-14T21:06:31Z
Miraheze>Segmarian
0
/* BASIC CREWMAN (PIRATE / PRIVATEER) */
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
[[Category:Savage Worlds]]
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
[[Category:Savage Worlds]]
fd310ca40e51bcdaa179c2b8d93607f8f1cf777c
85
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Miraheze>Segmarian
0
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
==Mercenary==
Mercenaries are hired soldiers. Some
belong to respectable units, with a history
of integrity and loyalty to their paymaster.
Others happily switch sides if a better offer
is made. Groups of mercenaries are often
armed with the same weapons. Thus, one
finds mercenary pikemen, cavalrymen,
skirmishers, archers, and so on.
==Common Mercenary==
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Various
Edges: —
Treasure: Meager per 5 soldiers
Gear: Leather armor (+1), various weapons
==Veteran Mercenary==
Hardened by battle, these tough combatants<br>
charge more for their services. As with<br>
common mercenaries, their reputation and<br>
weapons vary considerably.<br>
Attributes: Agility d8, Smarts d6, Spirit d8,<br>
Strength d8, Vigor d8<br>
Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth<br>
d6, Throwing d8<br>
Pace: 6; Parry: 7; Toughness: 8 (2)<br>
Hindrances: Various<br>
Edges: Combat Reflexes<br>
Treasure: Meager per 3 soldiers<br>
Gear: Chain mail (+2), open helm<br>
(+3), various weapons
==Mercenary Captain==
Captains are experienced soldiers
commanding a mercenary unit. They
typically carry the same weapons as
their men but are mounted.
Attributes: Agility d8, Smarts d8,<br>
Spirit d8, Strength d10, Vigor d8<br>
Skills: Climbing d6, Fighting d12,<br>
Knowledge (Battle) d10, Intimidation d10,<br>
Notice d8, Riding d8, Shooting d10, Stealth<br>
d6, Throwing d10<br>
Pace: 6; Parry: 9; Toughness: 9 (3)<br>
Hindrances: Various<br>
Edges: Block, Combat Reflexes, Command,<br>
Fervor, Hold the Line<br>
Treasure: Worthwhile<br>
Gear: Plate corselet (+3), chain limbs (+2),<br>
open helm (+3), various weapons, war horse
Courtier
Courtiers are more than just servants—
they are advisors and often hold positions
of importance within the court. Unless the
characters know a noble personally, most
dealings are conducted through a trusted
courtier, typically a seneschal.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Persuasion d8,
Riding d6, Streetwise d8Fantasy Companion
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Various
Edges: Charismatic
Treasure: Meager
Gear: Rapier (Str+d4, +1 Parry)
Court Jester
Despite often being dwarves or hunchbacks
(or both), jesters are more than just comical
entertainment for the nobility. They have their
lord’s ear, are privy to his most secret affairs,
can get away with insulting powerful guests,
and conceal great wisdom in their seemingly
nonsensical riddles and japes.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Climbing d6, Fighting d4, Notice d8,
Persuasion d6, Streetwise d8, Taunt d12
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Various, but often some sort of
physical affliction
Edges: Acrobat, Ambidextrous, Strong Willed
Treasure: Meager
Gear: Stick (Str+d4)
Special Abilities:
• Knowledgeable: Jesters are expected to be
well versed in many topics. They get +2 to
all Common Knowledge rolls.
Noble
Some nobles are decadent dandies
content with living a life of luxury. Others
are rich landowners, skilled in business
matters. Other noble types include military
commanders, advisors to a higher authority,
poverty stricken ones, extremely wealthy
ones, and those who dabble in forbidden arts.
This version presents a typical middle-ofthe-road noble. A few specific Hindrances
and Edges can quickly turn this into any sort
of noble you need.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Various
Edges: Command, Connection, Noble
Treasure: Worthwhile, Rich in castle
Gear: Rapier (Str+d4, +1 Parry) in court; war
gear varies with type of noble
==Grave Guardian==
Grave guardians are placed in tombs to
watch over the valuables entombed with the
deceased. They resemble blackened corpses,
with long talons and yellow eyes. Their orders
are simple—destroy any creature entering
the tomb, and hunt down and retrieve any
stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12, Vigor d12<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth
d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a
Treasure Trove<br>
Special Abilities:<br>
• Arcane Resistance: +2 Armor against
damage-causing arcane powers and +2 on
trait rolls to resist opposed powers.<br>
• Claws: Str+d6.<br>
• Fear –2: Anyone seeing a grave guardian
must make a Fear roll at –2.<br>
• Powers: Grave guardians are not true
spellcasters, but can use the following
powers: armor, burrow, detect/conceal arcana,
environmental protection, fear, and obscure.<br>
They have 15PP.<br>
• Regeneration: Grave guardians make a
Vigor roll every round to heal all damage,
except that caused by jade weapons.
• Undead: +2 Toughness; +2 to recover from
being Shaken; No additional damage from
called shots; Immune to disease and poison.<br>
• Weakness (Jade): Grave guardians
cannot Regenerate wounds inflicted by jade weapons, but may heal them through
natural Healing.
==Tzitzimitl==
Undead Midwifes
==Quinametzin==
Degenerated cavefolk, empire previous era. Think Howard.
[[Category:Savage Worlds]]
3e16ce60fed9d5e670c6a36e869bf00083dac8b9
86
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0
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
*Jaguar Warriors
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
==Mercenary==
Mercenaries are hired soldiers. Some
belong to respectable units, with a history
of integrity and loyalty to their paymaster.
Others happily switch sides if a better offer
is made. Groups of mercenaries are often
armed with the same weapons. Thus, one
finds mercenary pikemen, cavalrymen,
skirmishers, archers, and so on.
==Common Mercenary==
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Various
Edges: —
Treasure: Meager per 5 soldiers
Gear: Leather armor (+1), various weapons
==Veteran Mercenary==
Hardened by battle, these tough combatants<br>
charge more for their services. As with<br>
common mercenaries, their reputation and<br>
weapons vary considerably.<br>
Attributes: Agility d8, Smarts d6, Spirit d8,<br>
Strength d8, Vigor d8<br>
Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth<br>
d6, Throwing d8<br>
Pace: 6; Parry: 7; Toughness: 8 (2)<br>
Hindrances: Various<br>
Edges: Combat Reflexes<br>
Treasure: Meager per 3 soldiers<br>
Gear: Chain mail (+2), open helm<br>
(+3), various weapons
==Mercenary Captain==
Captains are experienced soldiers
commanding a mercenary unit. They
typically carry the same weapons as
their men but are mounted.
Attributes: Agility d8, Smarts d8,<br>
Spirit d8, Strength d10, Vigor d8<br>
Skills: Climbing d6, Fighting d12,<br>
Knowledge (Battle) d10, Intimidation d10,<br>
Notice d8, Riding d8, Shooting d10, Stealth<br>
d6, Throwing d10<br>
Pace: 6; Parry: 9; Toughness: 9 (3)<br>
Hindrances: Various<br>
Edges: Block, Combat Reflexes, Command,<br>
Fervor, Hold the Line<br>
Treasure: Worthwhile<br>
Gear: Plate corselet (+3), chain limbs (+2),<br>
open helm (+3), various weapons, war horse
Courtier
Courtiers are more than just servants—
they are advisors and often hold positions
of importance within the court. Unless the
characters know a noble personally, most
dealings are conducted through a trusted
courtier, typically a seneschal.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Persuasion d8,
Riding d6, Streetwise d8Fantasy Companion
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Various
Edges: Charismatic
Treasure: Meager
Gear: Rapier (Str+d4, +1 Parry)
Court Jester
Despite often being dwarves or hunchbacks
(or both), jesters are more than just comical
entertainment for the nobility. They have their
lord’s ear, are privy to his most secret affairs,
can get away with insulting powerful guests,
and conceal great wisdom in their seemingly
nonsensical riddles and japes.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Climbing d6, Fighting d4, Notice d8,
Persuasion d6, Streetwise d8, Taunt d12
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Various, but often some sort of
physical affliction
Edges: Acrobat, Ambidextrous, Strong Willed
Treasure: Meager
Gear: Stick (Str+d4)
Special Abilities:
• Knowledgeable: Jesters are expected to be
well versed in many topics. They get +2 to
all Common Knowledge rolls.
Noble
Some nobles are decadent dandies
content with living a life of luxury. Others
are rich landowners, skilled in business
matters. Other noble types include military
commanders, advisors to a higher authority,
poverty stricken ones, extremely wealthy
ones, and those who dabble in forbidden arts.
This version presents a typical middle-ofthe-road noble. A few specific Hindrances
and Edges can quickly turn this into any sort
of noble you need.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Various
Edges: Command, Connection, Noble
Treasure: Worthwhile, Rich in castle
Gear: Rapier (Str+d4, +1 Parry) in court; war
gear varies with type of noble
==Grave Guardian==
Grave guardians are placed in tombs to
watch over the valuables entombed with the
deceased. They resemble blackened corpses,
with long talons and yellow eyes. Their orders
are simple—destroy any creature entering
the tomb, and hunt down and retrieve any
stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12, Vigor d12<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth
d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a
Treasure Trove<br>
Special Abilities:<br>
• Arcane Resistance: +2 Armor against
damage-causing arcane powers and +2 on
trait rolls to resist opposed powers.<br>
• Claws: Str+d6.<br>
• Fear –2: Anyone seeing a grave guardian
must make a Fear roll at –2.<br>
• Powers: Grave guardians are not true
spellcasters, but can use the following
powers: armor, burrow, detect/conceal arcana,
environmental protection, fear, and obscure.<br>
They have 15PP.<br>
• Regeneration: Grave guardians make a
Vigor roll every round to heal all damage,
except that caused by jade weapons.
• Undead: +2 Toughness; +2 to recover from
being Shaken; No additional damage from
called shots; Immune to disease and poison.<br>
• Weakness (Jade): Grave guardians
cannot Regenerate wounds inflicted by jade weapons, but may heal them through
natural Healing.
==Tzitzimitl==
Undead Midwifes
==Quinametzin==
Degenerated cavefolk, empire previous era. Think Howard.
==Liche==
Perhaps the most diabolical creature in
any fantasy land is the liche—a necromancer
so consumed with the black arts that he
eventually becomes undead himself.
Attributes: Agility d6, Smarts d12+2, Spirit
d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12,
Knowledge (Occult) d12+2, Notice d10,
Spellcasting d12
Pace: 6; Parry: 6; Toughness: 15 (6)
Treasure: Treasure Trove
Gear: Magical armor (+6), other magical items
Special Abilities
• Death Touch: Liches drain the lives of
those around them with a touch. Instead
of a normal attack, a liche may make a
touch attack. Every raise on its Fighting
roll automatically inflicts one wound to its
target.
• Spells: Liches have 50 Power Points and
know most every spell available.
• Undead: +2 Toughness; +2 to recover from
being Shaken; Called shots do no extra
damage.
• Zombie: Liches are necromancers first and
foremost. The undead they raise through
the zombie spell are permanent, so they
are usually surrounded by 4d10 skeletons
or zombies as they choose. Some liches
have entire armies of the undead at their
disposal.
[[Category:Savage Worlds]]
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wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
**Jaguar Warriors
*Hunt down graverobbers
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
==Mercenary==
Mercenaries are hired soldiers. Some
belong to respectable units, with a history
of integrity and loyalty to their paymaster.
Others happily switch sides if a better offer
is made. Groups of mercenaries are often
armed with the same weapons. Thus, one
finds mercenary pikemen, cavalrymen,
skirmishers, archers, and so on.
==Common Mercenary==
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Various
Edges: —
Treasure: Meager per 5 soldiers
Gear: Leather armor (+1), various weapons
==Veteran Mercenary==
Hardened by battle, these tough combatants<br>
charge more for their services. As with<br>
common mercenaries, their reputation and<br>
weapons vary considerably.<br>
Attributes: Agility d8, Smarts d6, Spirit d8,<br>
Strength d8, Vigor d8<br>
Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth<br>
d6, Throwing d8<br>
Pace: 6; Parry: 7; Toughness: 8 (2)<br>
Hindrances: Various<br>
Edges: Combat Reflexes<br>
Treasure: Meager per 3 soldiers<br>
Gear: Chain mail (+2), open helm<br>
(+3), various weapons
==Mercenary Captain==
Captains are experienced soldiers
commanding a mercenary unit. They
typically carry the same weapons as
their men but are mounted.
Attributes: Agility d8, Smarts d8,<br>
Spirit d8, Strength d10, Vigor d8<br>
Skills: Climbing d6, Fighting d12,<br>
Knowledge (Battle) d10, Intimidation d10,<br>
Notice d8, Riding d8, Shooting d10, Stealth<br>
d6, Throwing d10<br>
Pace: 6; Parry: 9; Toughness: 9 (3)<br>
Hindrances: Various<br>
Edges: Block, Combat Reflexes, Command,<br>
Fervor, Hold the Line<br>
Treasure: Worthwhile<br>
Gear: Plate corselet (+3), chain limbs (+2),<br>
open helm (+3), various weapons, war horse
Courtier
Courtiers are more than just servants—
they are advisors and often hold positions
of importance within the court. Unless the
characters know a noble personally, most
dealings are conducted through a trusted
courtier, typically a seneschal.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Notice d8, Persuasion d8,
Riding d6, Streetwise d8Fantasy Companion
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5
Hindrances: Various
Edges: Charismatic
Treasure: Meager
Gear: Rapier (Str+d4, +1 Parry)
Court Jester
Despite often being dwarves or hunchbacks
(or both), jesters are more than just comical
entertainment for the nobility. They have their
lord’s ear, are privy to his most secret affairs,
can get away with insulting powerful guests,
and conceal great wisdom in their seemingly
nonsensical riddles and japes.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d6
Skills: Climbing d6, Fighting d4, Notice d8,
Persuasion d6, Streetwise d8, Taunt d12
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5
Hindrances: Various, but often some sort of
physical affliction
Edges: Acrobat, Ambidextrous, Strong Willed
Treasure: Meager
Gear: Stick (Str+d4)
Special Abilities:
• Knowledgeable: Jesters are expected to be
well versed in many topics. They get +2 to
all Common Knowledge rolls.
Noble
Some nobles are decadent dandies
content with living a life of luxury. Others
are rich landowners, skilled in business
matters. Other noble types include military
commanders, advisors to a higher authority,
poverty stricken ones, extremely wealthy
ones, and those who dabble in forbidden arts.
This version presents a typical middle-ofthe-road noble. A few specific Hindrances
and Edges can quickly turn this into any sort
of noble you need.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6
Skills: Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5
Hindrances: Various
Edges: Command, Connection, Noble
Treasure: Worthwhile, Rich in castle
Gear: Rapier (Str+d4, +1 Parry) in court; war
gear varies with type of noble
==Grave Guardian==
Grave guardians are placed in tombs to
watch over the valuables entombed with the
deceased. They resemble blackened corpses,
with long talons and yellow eyes. Their orders
are simple—destroy any creature entering
the tomb, and hunt down and retrieve any
stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12, Vigor d12<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth
d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a
Treasure Trove<br>
Special Abilities:<br>
• Arcane Resistance: +2 Armor against
damage-causing arcane powers and +2 on
trait rolls to resist opposed powers.<br>
• Claws: Str+d6.<br>
• Fear –2: Anyone seeing a grave guardian
must make a Fear roll at –2.<br>
• Powers: Grave guardians are not true
spellcasters, but can use the following
powers: armor, burrow, detect/conceal arcana,
environmental protection, fear, and obscure.<br>
They have 15PP.<br>
• Regeneration: Grave guardians make a
Vigor roll every round to heal all damage,
except that caused by jade weapons.
• Undead: +2 Toughness; +2 to recover from
being Shaken; No additional damage from
called shots; Immune to disease and poison.<br>
• Weakness (Jade): Grave guardians
cannot Regenerate wounds inflicted by jade weapons, but may heal them through
natural Healing.
==Tzitzimitl==
Undead Midwifes
==Quinametzin==
Degenerated cavefolk, empire previous era. Think Howard.
==Liche==
Perhaps the most diabolical creature in
any fantasy land is the liche—a necromancer
so consumed with the black arts that he
eventually becomes undead himself.
Attributes: Agility d6, Smarts d12+2, Spirit
d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12,
Knowledge (Occult) d12+2, Notice d10,
Spellcasting d12
Pace: 6; Parry: 6; Toughness: 15 (6)
Treasure: Treasure Trove
Gear: Magical armor (+6), other magical items
Special Abilities
• Death Touch: Liches drain the lives of
those around them with a touch. Instead
of a normal attack, a liche may make a
touch attack. Every raise on its Fighting
roll automatically inflicts one wound to its
target.
• Spells: Liches have 50 Power Points and
know most every spell available.
• Undead: +2 Toughness; +2 to recover from
being Shaken; Called shots do no extra
damage.
• Zombie: Liches are necromancers first and
foremost. The undead they raise through
the zombie spell are permanent, so they
are usually surrounded by 4d10 skeletons
or zombies as they choose. Some liches
have entire armies of the undead at their
disposal.
[[Category:Savage Worlds]]
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/* Mercenary Captain */
wikitext
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*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
**Jaguar Warriors
*Hunt down graverobbers
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
==Mercenary==
Mercenaries are hired soldiers. Some
belong to respectable units, with a history
of integrity and loyalty to their paymaster.
Others happily switch sides if a better offer
is made. Groups of mercenaries are often
armed with the same weapons. Thus, one
finds mercenary pikemen, cavalrymen,
skirmishers, archers, and so on.
==Common Mercenary==
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Various
Edges: —
Treasure: Meager per 5 soldiers
Gear: Leather armor (+1), various weapons
==Veteran Mercenary==
Hardened by battle, these tough combatants<br>
charge more for their services. As with<br>
common mercenaries, their reputation and<br>
weapons vary considerably.<br>
Attributes: Agility d8, Smarts d6, Spirit d8,<br>
Strength d8, Vigor d8<br>
Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth<br>
d6, Throwing d8<br>
Pace: 6; Parry: 7; Toughness: 8 (2)<br>
Hindrances: Various<br>
Edges: Combat Reflexes<br>
Treasure: Meager per 3 soldiers<br>
Gear: Chain mail (+2), open helm<br>
(+3), various weapons
==Mercenary Captain==
Captains are experienced soldiers
commanding a mercenary unit. They
typically carry the same weapons as
their men but are mounted.
Attributes: Agility d8, Smarts d8,<br>
Spirit d8, Strength d10, Vigor d8<br>
Skills: Climbing d6, Fighting d12,<br>
Knowledge (Battle) d10, Intimidation d10,<br>
Notice d8, Riding d8, Shooting d10, Stealth<br>
d6, Throwing d10<br>
Pace: 6; Parry: 9; Toughness: 9 (3)<br>
Hindrances: Various<br>
Edges: Block, Combat Reflexes, Command,<br>
Fervor, Hold the Line<br>
Treasure: Worthwhile<br>
Gear: Plate corselet (+3), chain limbs (+2),<br>
open helm (+3), various weapons, war horse
==Courtier==
Courtiers are more than just servants—
they are advisors and often hold positions
of importance within the court. Unless the
characters know a noble personally, most
dealings are conducted through a trusted
courtier, typically a seneschal.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6<br>
Skills: Fighting d4, Notice d8, Persuasion d8,
Riding d6, Streetwise d8<br>
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5<br>
Hindrances: Various<br>
Edges: Charismatic<br>
Treasure: Meager<br>
Gear: Rapier (Str+d4, +1 Parry)<br>
==Court Jester==
Despite often being dwarves or hunchbacks
(or both), jesters are more than just comical
entertainment for the nobility. They have their
lord’s ear, are privy to his most secret affairs,
can get away with insulting powerful guests,
and conceal great wisdom in their seemingly
nonsensical riddles and japes.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d6<br>
Skills: Climbing d6, Fighting d4, Notice d8,
Persuasion d6, Streetwise d8, Taunt d12<br>
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5<br>
Hindrances: Various, but often some sort of
physical affliction<br>
Edges: Acrobat, Ambidextrous, Strong Willed<br>
Treasure: Meager<br>
Gear: Stick (Str+d4)<br>
Special Abilities:<br>
• Knowledgeable: Jesters are expected to be
well versed in many topics. They get +2 to
all Common Knowledge rolls.<br>
==Noble==
Some nobles are decadent dandies<br>
content with living a life of luxury. Others<br>
are rich landowners, skilled in business<br>
matters. Other noble types include military<br>
commanders, advisors to a higher authority,<br>
poverty stricken ones, extremely wealthy<br>
ones, and those who dabble in forbidden arts.<br>
This version presents a typical middle-ofthe-road noble. A few specific Hindrances<br>
and Edges can quickly turn this into any sort
of noble you need.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6<br>
Skills: Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8<br>
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5<br>
Hindrances: Various<br>
Edges: Command, Connection, Noble<br>
Treasure: Worthwhile, Rich in castle<br>
Gear: Rapier (Str+d4, +1 Parry) in court; war
gear varies with type of noble<br>
[[Category:Savage Worlds]]
==Grave Guardian==
Grave guardians are placed in tombs to
watch over the valuables entombed with the
deceased. They resemble blackened corpses,
with long talons and yellow eyes. Their orders
are simple—destroy any creature entering
the tomb, and hunt down and retrieve any
stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12, Vigor d12<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth
d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a
Treasure Trove<br>
Special Abilities:<br>
• Arcane Resistance: +2 Armor against
damage-causing arcane powers and +2 on
trait rolls to resist opposed powers.<br>
• Claws: Str+d6.<br>
• Fear –2: Anyone seeing a grave guardian
must make a Fear roll at –2.<br>
• Powers: Grave guardians are not true
spellcasters, but can use the following
powers: armor, burrow, detect/conceal arcana,
environmental protection, fear, and obscure.<br>
They have 15PP.<br>
• Regeneration: Grave guardians make a
Vigor roll every round to heal all damage,
except that caused by jade weapons.
• Undead: +2 Toughness; +2 to recover from
being Shaken; No additional damage from
called shots; Immune to disease and poison.<br>
• Weakness (Jade): Grave guardians
cannot Regenerate wounds inflicted by jade weapons, but may heal them through
natural Healing.
==Tzitzimitl==
Undead Midwifes
==Quinametzin==
Degenerated cavefolk, empire previous era. Think Howard.
==Liche==
Perhaps the most diabolical creature in
any fantasy land is the liche—a necromancer
so consumed with the black arts that he
eventually becomes undead himself.
Attributes: Agility d6, Smarts d12+2, Spirit
d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12,
Knowledge (Occult) d12+2, Notice d10,
Spellcasting d12
Pace: 6; Parry: 6; Toughness: 15 (6)
Treasure: Treasure Trove
Gear: Magical armor (+6), other magical items
Special Abilities
• Death Touch: Liches drain the lives of
those around them with a touch. Instead
of a normal attack, a liche may make a
touch attack. Every raise on its Fighting
roll automatically inflicts one wound to its
target.
• Spells: Liches have 50 Power Points and
know most every spell available.
• Undead: +2 Toughness; +2 to recover from
being Shaken; Called shots do no extra
damage.
• Zombie: Liches are necromancers first and
foremost. The undead they raise through
the zombie spell are permanent, so they
are usually surrounded by 4d10 skeletons
or zombies as they choose. Some liches
have entire armies of the undead at their
disposal.
[[Category:Savage Worlds]]
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*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
**Jaguar Warriors
*Hunt down graverobbers
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
==Mercenary==
Mercenaries are hired soldiers. Some
belong to respectable units, with a history
of integrity and loyalty to their paymaster.
Others happily switch sides if a better offer
is made. Groups of mercenaries are often
armed with the same weapons. Thus, one
finds mercenary pikemen, cavalrymen,
skirmishers, archers, and so on.
==Common Mercenary==
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Various
Edges: —
Treasure: Meager per 5 soldiers
Gear: Leather armor (+1), various weapons
==Veteran Mercenary==
Hardened by battle, these tough combatants<br>
charge more for their services. As with<br>
common mercenaries, their reputation and<br>
weapons vary considerably.<br>
Attributes: Agility d8, Smarts d6, Spirit d8,<br>
Strength d8, Vigor d8<br>
Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth<br>
d6, Throwing d8<br>
Pace: 6; Parry: 7; Toughness: 8 (2)<br>
Hindrances: Various<br>
Edges: Combat Reflexes<br>
Treasure: Meager per 3 soldiers<br>
Gear: Chain mail (+2), open helm<br>
(+3), various weapons
==Mercenary Captain==
Captains are experienced soldiers
commanding a mercenary unit. They
typically carry the same weapons as
their men but are mounted.
Attributes: Agility d8, Smarts d8,<br>
Spirit d8, Strength d10, Vigor d8<br>
Skills: Climbing d6, Fighting d12,<br>
Knowledge (Battle) d10, Intimidation d10,<br>
Notice d8, Riding d8, Shooting d10, Stealth<br>
d6, Throwing d10<br>
Pace: 6; Parry: 9; Toughness: 9 (3)<br>
Hindrances: Various<br>
Edges: Block, Combat Reflexes, Command,<br>
Fervor, Hold the Line<br>
Treasure: Worthwhile<br>
Gear: Plate corselet (+3), chain limbs (+2),<br>
open helm (+3), various weapons, war horse
==Courtier==
Courtiers are more than just servants—
they are advisors and often hold positions
of importance within the court. Unless the
characters know a noble personally, most
dealings are conducted through a trusted
courtier, typically a seneschal.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6<br>
Skills: Fighting d4, Notice d8, Persuasion d8,
Riding d6, Streetwise d8<br>
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5<br>
Hindrances: Various<br>
Edges: Charismatic<br>
Treasure: Meager<br>
Gear: Rapier (Str+d4, +1 Parry)<br>
==Court Jester==
Despite often being dwarves or hunchbacks
(or both), jesters are more than just comical
entertainment for the nobility. They have their
lord’s ear, are privy to his most secret affairs,
can get away with insulting powerful guests,
and conceal great wisdom in their seemingly
nonsensical riddles and japes.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d6<br>
Skills: Climbing d6, Fighting d4, Notice d8,
Persuasion d6, Streetwise d8, Taunt d12<br>
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5<br>
Hindrances: Various, but often some sort of
physical affliction<br>
Edges: Acrobat, Ambidextrous, Strong Willed<br>
Treasure: Meager<br>
Gear: Stick (Str+d4)<br>
Special Abilities:<br>
• Knowledgeable: Jesters are expected to be
well versed in many topics. They get +2 to
all Common Knowledge rolls.<br>
==Noble==
Some nobles are decadent dandies<br>
content with living a life of luxury. Others<br>
are rich landowners, skilled in business<br>
matters. Other noble types include military<br>
commanders, advisors to a higher authority,<br>
poverty stricken ones, extremely wealthy<br>
ones, and those who dabble in forbidden arts.<br>
This version presents a typical middle-ofthe-road noble. A few specific Hindrances<br>
and Edges can quickly turn this into any sort
of noble you need.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6<br>
Skills: Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8<br>
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5<br>
Hindrances: Various<br>
Edges: Command, Connection, Noble<br>
Treasure: Worthwhile, Rich in castle<br>
Gear: Rapier (Str+d4, +1 Parry) in court; war
gear varies with type of noble<br>
[[Category:Savage Worlds]]
==Grave Guardian==
Grave guardians are placed in tombs to
watch over the valuables entombed with the
deceased. They resemble blackened corpses,
with long talons and yellow eyes. Their orders
are simple—destroy any creature entering
the tomb, and hunt down and retrieve any
stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12, Vigor d12<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth
d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a
Treasure Trove<br>
Special Abilities:<br>
• Arcane Resistance: +2 Armor against
damage-causing arcane powers and +2 on
trait rolls to resist opposed powers.<br>
• Claws: Str+d6.<br>
• Fear –2: Anyone seeing a grave guardian
must make a Fear roll at –2.<br>
• Powers: Grave guardians are not true
spellcasters, but can use the following
powers: armor, burrow, detect/conceal arcana,
environmental protection, fear, and obscure.<br>
They have 15PP.<br>
• Regeneration: Grave guardians make a
Vigor roll every round to heal all damage,
except that caused by jade weapons.
• Undead: +2 Toughness; +2 to recover from
being Shaken; No additional damage from
called shots; Immune to disease and poison.<br>
• Weakness (Jade): Grave guardians
cannot Regenerate wounds inflicted by jade weapons, but may heal them through
natural Healing.
==Tzitzimitl==
Undead Midwifes
Grave guardians are placed in tombs to watch over the valuables entombed with the deceased. They resemble blackened corpses, with long talons and yellow eyes. Their orders are simple—destroy any creature entering the tomb, and hunt down and retrieve any stolen items.
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12, Vigor d12
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth d8, Tracking d8
Pace: 6; Parry: 7; Toughness: 10
Treasure: None, but they usually guard a Treasure Trove
Special Abilities:
• Arcane Resistance: +2 Armor against damage-causing arcane powers and +2 on trait rolls to resist opposed powers.
• Claws: Str+d6.
• Fear –2: Anyone seeing a grave guardian must make a Fear roll at –2.
• Powers: Grave guardians are not true spellcasters, but can use the following powers: armor, burrow, detect/conceal arcana, environmental protection, fear, and obscure.
They have 15PP.
• Regeneration: Grave guardians make a Vigor roll every round to heal all damage, except that caused by women.
• Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Immune to disease and poison.
• Weakness (Women): Grave guardians cannot Regenerate wounds inflicted by women, but may heal them through natural Healing.
[[Category:Savage Worlds]]
==Quinametzin==
Degenerated cavefolk, empire previous era. Think Howard.
==Liche==
Perhaps the most diabolical creature in
any fantasy land is the liche—a necromancer
so consumed with the black arts that he
eventually becomes undead himself.
Attributes: Agility d6, Smarts d12+2, Spirit
d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12,
Knowledge (Occult) d12+2, Notice d10,
Spellcasting d12
Pace: 6; Parry: 6; Toughness: 15 (6)
Treasure: Treasure Trove
Gear: Magical armor (+6), other magical items
Special Abilities
• Death Touch: Liches drain the lives of
those around them with a touch. Instead
of a normal attack, a liche may make a
touch attack. Every raise on its Fighting
roll automatically inflicts one wound to its
target.
• Spells: Liches have 50 Power Points and
know most every spell available.
• Undead: +2 Toughness; +2 to recover from
being Shaken; Called shots do no extra
damage.
• Zombie: Liches are necromancers first and
foremost. The undead they raise through
the zombie spell are permanent, so they
are usually surrounded by 4d10 skeletons
or zombies as they choose. Some liches
have entire armies of the undead at their
disposal.
[[Category:Savage Worlds]]
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/* Tzitzimitl */
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
**Jaguar Warriors
*Hunt down graverobbers
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
==Mercenary==
Mercenaries are hired soldiers. Some
belong to respectable units, with a history
of integrity and loyalty to their paymaster.
Others happily switch sides if a better offer
is made. Groups of mercenaries are often
armed with the same weapons. Thus, one
finds mercenary pikemen, cavalrymen,
skirmishers, archers, and so on.
==Common Mercenary==
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Various
Edges: —
Treasure: Meager per 5 soldiers
Gear: Leather armor (+1), various weapons
==Veteran Mercenary==
Hardened by battle, these tough combatants<br>
charge more for their services. As with<br>
common mercenaries, their reputation and<br>
weapons vary considerably.<br>
Attributes: Agility d8, Smarts d6, Spirit d8,<br>
Strength d8, Vigor d8<br>
Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth<br>
d6, Throwing d8<br>
Pace: 6; Parry: 7; Toughness: 8 (2)<br>
Hindrances: Various<br>
Edges: Combat Reflexes<br>
Treasure: Meager per 3 soldiers<br>
Gear: Chain mail (+2), open helm<br>
(+3), various weapons
==Mercenary Captain==
Captains are experienced soldiers
commanding a mercenary unit. They
typically carry the same weapons as
their men but are mounted.
Attributes: Agility d8, Smarts d8,<br>
Spirit d8, Strength d10, Vigor d8<br>
Skills: Climbing d6, Fighting d12,<br>
Knowledge (Battle) d10, Intimidation d10,<br>
Notice d8, Riding d8, Shooting d10, Stealth<br>
d6, Throwing d10<br>
Pace: 6; Parry: 9; Toughness: 9 (3)<br>
Hindrances: Various<br>
Edges: Block, Combat Reflexes, Command,<br>
Fervor, Hold the Line<br>
Treasure: Worthwhile<br>
Gear: Plate corselet (+3), chain limbs (+2),<br>
open helm (+3), various weapons, war horse
==Courtier==
Courtiers are more than just servants—
they are advisors and often hold positions
of importance within the court. Unless the
characters know a noble personally, most
dealings are conducted through a trusted
courtier, typically a seneschal.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6<br>
Skills: Fighting d4, Notice d8, Persuasion d8,
Riding d6, Streetwise d8<br>
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5<br>
Hindrances: Various<br>
Edges: Charismatic<br>
Treasure: Meager<br>
Gear: Rapier (Str+d4, +1 Parry)<br>
==Court Jester==
Despite often being dwarves or hunchbacks
(or both), jesters are more than just comical
entertainment for the nobility. They have their
lord’s ear, are privy to his most secret affairs,
can get away with insulting powerful guests,
and conceal great wisdom in their seemingly
nonsensical riddles and japes.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d6<br>
Skills: Climbing d6, Fighting d4, Notice d8,
Persuasion d6, Streetwise d8, Taunt d12<br>
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5<br>
Hindrances: Various, but often some sort of
physical affliction<br>
Edges: Acrobat, Ambidextrous, Strong Willed<br>
Treasure: Meager<br>
Gear: Stick (Str+d4)<br>
Special Abilities:<br>
• Knowledgeable: Jesters are expected to be
well versed in many topics. They get +2 to
all Common Knowledge rolls.<br>
==Noble==
Some nobles are decadent dandies<br>
content with living a life of luxury. Others<br>
are rich landowners, skilled in business<br>
matters. Other noble types include military<br>
commanders, advisors to a higher authority,<br>
poverty stricken ones, extremely wealthy<br>
ones, and those who dabble in forbidden arts.<br>
This version presents a typical middle-ofthe-road noble. A few specific Hindrances<br>
and Edges can quickly turn this into any sort
of noble you need.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6<br>
Skills: Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8<br>
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5<br>
Hindrances: Various<br>
Edges: Command, Connection, Noble<br>
Treasure: Worthwhile, Rich in castle<br>
Gear: Rapier (Str+d4, +1 Parry) in court; war
gear varies with type of noble<br>
[[Category:Savage Worlds]]
==Grave Guardian==
Grave guardians are placed in tombs to
watch over the valuables entombed with the
deceased. They resemble blackened corpses,
with long talons and yellow eyes. Their orders
are simple—destroy any creature entering
the tomb, and hunt down and retrieve any
stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12, Vigor d12<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth
d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a
Treasure Trove<br>
Special Abilities:<br>
• Arcane Resistance: +2 Armor against
damage-causing arcane powers and +2 on
trait rolls to resist opposed powers.<br>
• Claws: Str+d6.<br>
• Fear –2: Anyone seeing a grave guardian
must make a Fear roll at –2.<br>
• Powers: Grave guardians are not true
spellcasters, but can use the following
powers: armor, burrow, detect/conceal arcana,
environmental protection, fear, and obscure.<br>
They have 15PP.<br>
• Regeneration: Grave guardians make a
Vigor roll every round to heal all damage,
except that caused by jade weapons.
• Undead: +2 Toughness; +2 to recover from
being Shaken; No additional damage from
called shots; Immune to disease and poison.<br>
• Weakness (Jade): Grave guardians
cannot Regenerate wounds inflicted by jade weapons, but may heal them through
natural Healing.
==Tzitzimitl==
Undead Midwifes<br>
Grave guardians are placed in tombs to watch over the valuables entombed with the deceased. They resemble blackened corpses, with long talons and yellow eyes. Their orders are simple—destroy any creature entering the tomb, and hunt down and retrieve any stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12, Vigor d12, Charisma d6<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a Treasure Trove<br>
Special Abilities:
* Arcane Resistance: +2 Armor against damage-causing arcane powers and +2 on trait rolls to resist opposed powers.
* Claws: Str+d6.
* Fear –2: Anyone seeing a grave guardian must make a Fear roll at –2.
* Powers: Grave guardians are not true spellcasters, but can use the following powers: armor, burrow, detect/conceal arcana, environmental protection, fear, and obscure.
They have 15PP.
* Regeneration: Grave guardians make a Vigor roll every round to heal all damage, except that caused by women.
* Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Immune to disease and poison.
* Weakness (Women): Grave guardians cannot Regenerate wounds inflicted by women, but may heal them through natural Healing.
[[Category:Savage Worlds]]
==Quinametzin==
Degenerated cavefolk, empire previous era. Think Howard.
==Liche==
Perhaps the most diabolical creature in
any fantasy land is the liche—a necromancer
so consumed with the black arts that he
eventually becomes undead himself.
Attributes: Agility d6, Smarts d12+2, Spirit
d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12,
Knowledge (Occult) d12+2, Notice d10,
Spellcasting d12
Pace: 6; Parry: 6; Toughness: 15 (6)
Treasure: Treasure Trove
Gear: Magical armor (+6), other magical items
Special Abilities
• Death Touch: Liches drain the lives of
those around them with a touch. Instead
of a normal attack, a liche may make a
touch attack. Every raise on its Fighting
roll automatically inflicts one wound to its
target.
• Spells: Liches have 50 Power Points and
know most every spell available.
• Undead: +2 Toughness; +2 to recover from
being Shaken; Called shots do no extra
damage.
• Zombie: Liches are necromancers first and
foremost. The undead they raise through
the zombie spell are permanent, so they
are usually surrounded by 4d10 skeletons
or zombies as they choose. Some liches
have entire armies of the undead at their
disposal.
[[Category:Savage Worlds]]
b7c7a74e4fe838a11f6c5f90400af3287896bd84
Savage Worlds/System Changes
0
4
38
37
2023-06-11T22:15:15Z
Miraheze>Segmarian
0
/* Arcane Backgrounds */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
No Powerpoints. Difficulty to cast spell is raised by PP x 3
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Attribute Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
a82b2b850613f4a4e5d23f98b157b574aa0214ef
39
38
2023-06-11T22:17:47Z
Miraheze>Segmarian
0
/* Arcane Backgrounds */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
No Powerpoints.
Whether the spell succeeded or not they must make an Attribute check (the Attribute of the AB, TN the same as the spell). On a failure the caster takes 1 level of fatigue and is Shaken. <br>
Snakes eyes (regardless of Attribute Die) means the caster takes 1 wound and falls unconscious for 1d6 hours. Success: they suffer one level of fatigue, but are not Shaken.<br>
A raise means no adverse affects. Two or more raises means that the character can attempt to cast another spell at the end of the round at a -2 to all rolls (plus any other modifiers).<br>
When choosing spells ignore rank for requirements purposes.<br>
Rank factors into the casting modifier (see above).<br>
By preparing a round, the character gains +2 to the casting roll.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
36e73b5e32700911b1f9da93d86068bcdcf77a09
40
39
2023-06-11T22:27:12Z
Miraheze>Segmarian
0
/* Arcane Backgrounds */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. <br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Powers===
You may buy a separate Skill for a Power. That power now doesn't cause Fatigue rolls, but has its difficulty raised by (PP used), or time raised by (PP used) in rounds. or a combination, decided when bought.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
dfd00170f78d2b9c30a1cf3b94c4c5eb68cde8be
41
40
2023-06-11T22:28:26Z
Miraheze>Segmarian
0
/* Setting Rules - Things to Do in Tenochtitlan When You're Dead */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. <br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Powers===
You may buy a separate Skill for a Power. That power now doesn't cause Fatigue rolls, but has its difficulty raised by (PP used), or time raised by (PP used) in rounds. or a combination, decided when bought.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
38576b19a8a3d577b6b55ede9e15ee3277be9b51
42
41
2023-06-16T09:28:23Z
Miraheze>Segmarian
0
/* Signature Powers */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. <br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Powers===
You may buy a separate Skill for a Power. That power now doesn't cause Fatigue rolls.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
82f8aeff550ef63a54bea23ff98e9bca28007719
43
42
2023-06-16T09:35:55Z
Miraheze>Segmarian
0
/* Arcane Backgrounds */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. Time to regain the fatigue is time without magic use: 10 min, 1 hour, 8 hours, 3 days.<br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Powers===
You may buy a separate Skill for a Power. That power now doesn't cause Fatigue rolls.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
5f0f522ea3b4759f4f3c8727a557d3e20e6ff9e8
44
43
2023-06-16T09:37:56Z
Miraheze>Segmarian
0
/* Signature Powers */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session (or save the AP for an Edge).
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. Time to regain the fatigue is time without magic use: 10 min, 1 hour, 8 hours, 3 days.<br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Power===
Edge:
You gain a d4 separate Skill for a Power. That power now doesn't cause Fatigue rolls.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
2afdc0bbf9c88b7c57b3d31313d2eb13889d91af
45
44
2023-06-18T11:39:53Z
Miraheze>Segmarian
0
/* Advance points */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session..
[[Category:Savage Worlds]]
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. Time to regain the fatigue is time without magic use: 10 min, 1 hour, 8 hours, 3 days.<br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Power===
Edge:
You gain a d4 separate Skill for a Power. That power now doesn't cause Fatigue rolls.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
224dbda3d80abae5a640faa2f35ff077ebf80ba5
46
45
2023-06-18T11:41:00Z
Miraheze>Segmarian
0
/* Advance points */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session.
*Edge: 2 AP
*Skill raise :1AP
*Attribute raise: 2AP
[[Category:Savage Worlds]]
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. Time to regain the fatigue is time without magic use: 10 min, 1 hour, 8 hours, 3 days.<br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Power===
Edge:
You gain a d4 separate Skill for a Power. That power now doesn't cause Fatigue rolls.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
a948e65e86f5056dc5d70c30829bfdc5601d86b3
47
46
2023-06-18T11:41:36Z
Miraheze>Segmarian
0
/* Signature Power */
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session.
*Edge: 2 AP
*Skill raise :1AP
*Attribute raise: 2AP
[[Category:Savage Worlds]]
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. Time to regain the fatigue is time without magic use: 10 min, 1 hour, 8 hours, 3 days.<br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Power===
Edge:
You gain a new Power with separate Skill (starting at d4). That power now doesn't cause Fatigue rolls.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
5f909ac412fd88c45f446331d9c3633426abbf1c
48
47
2023-06-19T13:48:24Z
Segmarian
2
17 revisions imported
wikitext
text/x-wiki
=My Setting Rules=
Attributes no longer limit Skills. The Wild Die is replaced by an Attribute die.
==Expanded Dice Progression==
d4, d6, d8, d10, d12, d12+d4, d12+d6, d12+d8, d12+d10, 2d12, 2d12+d4, 2d12+d6, 2d12+d8, 2d12+d10, 3d12, 3d12+d4,...<br>
Only the first die counts for fumbles and critical misses.
==Advance points==
Instead of Advances, you get 2 Advance Points. This is normally combined with the removal of Advances, instead giving out 1-3 AP per session.Notice that this significantly increases the advancement rate of the characters. They also get to change something each session.
*Edge: 2 AP
*Skill raise :1AP
*Attribute raise: 2AP
[[Category:Savage Worlds]]
==Arcane Backgrounds==
No Powerpoints are accrued.
Whether the spell succeeded or not the power user must make a Fatigue roll: an Attribute check (the Attribute of the AB, TN PP+3). On a failure the user takes 1 level of fatigue and is Shaken. Time to regain the fatigue is time without magic use: 10 min, 1 hour, 8 hours, 3 days.<br>
Natural 1 means the user receives a Wound and falls unconscious for 1d6 hours. Success: The user is Shaken, but takes no Fatigue.<br>
A raise means no adverse affects.<br>
By preparing a round, the character gains +2 to the casting roll.
===Signature Power===
Edge:
You gain a new Power with separate Skill (starting at d4). That power now doesn't cause Fatigue rolls.
[[Category:Savage Worlds]]
==Blood & Guts==
Characters can spend Bennies on damage rolls! Use this rule when you really want to up the carnage.
==Easy Skills==
Characters can buy new skills during play for 1 point.
==Joker’s Wild==
This is a great rule to add to your game if you’re the kind of Game Master who’s a little stingy in awarding Bennies. It slightly ups the heroics and is a lot of fun for the group.
When a player character draws a Joker during combat, he receives his normal +2 bonus to Trait and damage rolls. In addition, all player characters receive a Benny!
==Minor Edges==
There is now a category of Minor Edges. These cost 1 point and provide minor bonuses.
==Multiple Languages==
Some settings feature characters and cultures who typically speak many different languages. If this Setting Rule is in play, your hero knows his cultural or national language plus an additional number of languages equal to half his Smarts die.
An elf with a d8 Smarts in a swords & sorcery campaign, for example, knows Elvish and four other languages—perhaps human, dwarven, and two others of her choosing.
=Setting Rules - Things to Do in Tenochtitlan When You're Dead=
==Free Hindrances==
All characters get Illiterate and Destitute for free.
==Do not use Resources==
Noone ever has any money.
==Magic==
Magic is always connected to the Divine and requires Spirit, whatever the AB.
[[Category:Savage Worlds]]
=New and Changed Attributes=
==Charisma==
Charisma is now a Primary Attribute, starting at d4.
==Parry==
Is now based on Defense.
==Resources==
This is now a Setting-specific Attribute starting at d4.
=New and Changed Skills=
==Athletics==
Incorporates Swimming, Climbing, doing cool stunts etc etc.
==Defense==
The Defensive skill for Parry and dodging Area Attacks.
==Fighting==
Is now an offensive Skill, and may not be used to Defend with, except with the Defend Action.
==Persuasion==
Now Charisma based.
==Profession==
As Knowledge, but concerns a profession. Examples: Sailor, Baker, Hostess, Servant, Service Personnel.
==Streetwise==
Now Charismabased.
==Taunt==
Now Charismabased.
=New and Changed Edges=
==Dodge==
Characters who attempt to evade area effect
attacks may add +1 to their Defense roll.
==Improved Dodge==
Same as above, but +2.
[[Category:Savage Worlds]]
5f909ac412fd88c45f446331d9c3633426abbf1c
Main Page
0
1
266
265
2023-06-12T10:08:12Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[Savage Worlds/Things To Do In Tenochtitlan When You're Dead|Things To Do In Tenochtitlan When You're Dead]]
:*[[L5R]]
:*[[City of the Five Rings]]
:*[[Zombies!]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[The Strange]]
:*[[Heroes against the Darkness]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Scions|Scions]]
:*[[Amber]]
:*[[Super Points]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[Game Design]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
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[[Category:Main]]
77ded2c90996aa1feab1ecbecf7c358d2dfbbe1c
267
266
2023-06-12T10:08:57Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[Savage Worlds/Tenochtitlan When You're Dead|Things To Do In Tenochtitlan When You're Dead]]
:*[[L5R]]
:*[[City of the Five Rings]]
:*[[Zombies!]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[The Strange]]
:*[[Heroes against the Darkness]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Scions|Scions]]
:*[[Amber]]
:*[[Super Points]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[Game Design]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
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[[Category:Main]]
2c4d575bbe3f7bae4fa7fbc7cee1d0681af09821
268
267
2023-06-12T10:09:13Z
Miraheze>Segmarian
0
wikitext
text/x-wiki
= Welcome to {{SITENAME}}! =
__NOTOC__
__NOTITLE__
Hello! This is Oscar Ubeda Segmar's hobby wiki, mostly a Workshop for roleplaying games.
{{col-begin}}
== Roleplaying ==
{{col-break}}
:*[[Action!]]
:*[[Dark Empires]]
:*[[Savage Worlds/Tenochtitlan|Things To Do In Tenochtitlan When You're Dead]]
:*[[L5R]]
:*[[City of the Five Rings]]
:*[[Zombies!]]
:*[[Exalted]]
:*[[Destiny!]]
:*[[The Strange]]
:*[[Heroes against the Darkness]]
:*[[Blades in the Dark|Blades in the Dark]]
:*[[Scions|Scions]]
:*[[Amber]]
:*[[Super Points]]
:*[[World of Darkness]]
:*[[Nyaka]]
:*[[Cortex Worlds]]
:*[[Cortex Amber|Cortex Amber]]
:*[[Reeds|Reeds in the Wind]]
:*[[Explorers!|Explorers of the Unknown]]
:*[[Savage Worlds|Savage Worlds]]
:*[[Blue Planet]]
:*[[Cypher Open Source]]
:*[[QUAD!|Quick and Dirty Action!]]
:*[[Hammerheads|Hammerheads Redux]]
:*[[Alpha Omega]]
:*[[Eclipse Singularity]]
:*[[Magic Fantasy Gardens|Magic testbed project]]
:*[[Angel Station|Angel Station]]
:*[[Chaos|Project Chaos Reborn]]
:*[[BattleTech]]
:*[[Star Tribes!]]
:*[[Earthdawn!|Earthdawn! (Action! Module)]]
:*[[Shadowrun!|Shadowrun! (Action! Module)]]
:*[[Planet of Adventure]]
:*[[Vampire the Masquerade]]
:*[[World of Darkness!]]
:*[[D&D5]]
:*[[One Roll Engine]]
:*[[The Starfall War]]
:*[[Zoroaster]]
:*[[Hyperpunk!]]
:*[[Cortex Kung Fu|Five Fists of Kunlun]]
:*[[Cortex Exalted|Cortex Exalted]]
:*[[Planet of Adventure]]
:*[[Unforgotten]]
:*[[Heroes of Hyboria]]
:*[[Russians]]
:*[[Steampunk!]]
{{col-break}}
:*[[Forgotten Slaves]]
:*[[Slaves|Slaves of the Giants]]
:*[[Suits 2090|Suits 2090]]
:*[[Lost in the Woods]]
:*[[Immortal!]]
:*[[Chronicles|Chronicles of the RAC]]
:*[[Wizard Wars]]
:*[[FATE/Slaves|FATE - Slaves to the Giants]]
:*[[B2BoD]]
:*[[Cavernus|Cyberlords of Cavernus]]
:*[[Star Traveller]]
:*[[System Thoughts]]
:*[[:Category:Games|Games]]
:*[[:Category:Campaigns|Campaigns]]
== Other ==
:*[[Helena]]
:*[[Utlånat]]
:*[[Utopia]]
:*[[Game Design]]
:*[[To Do (Workshop)]]
:*[[Önskelista]]
:*[[/PS Now|PS Now Local multiplayer]]
{{col-end}}
Need help? No problem! We will help you with your wiki as needed. To make a start we have added a few links about working with MediaWiki:
* <span class="plainlinks">[https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents MediaWiki guide (e.g. navigation, editing, deleting pages, blocking users)]</span>
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[[Category:Main]]
07497a4b87d6e7c26dec605154f7aa8902bb73c3
1
2023-06-16T19:55:22Z
MediaWiki default
1
Create main page
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bb47436b9bd8510005d12ff60f515e06d70eb554
Savage Worlds/Edge
0
6
57
56
2023-06-17T21:15:27Z
Miraheze>Segmarian
0
/* Unstoppable */
wikitext
text/x-wiki
[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+<br>
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Improved Preparation==
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
==Lengthy Preparation==
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
==Assensing Master==
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
==Magical Endurance==
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
==Ritual Caster==
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
==Spell Focus==
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
==Improved Spell Focus==
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
==Spell Mastery==
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
==Spirit Affinity==
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Undomitable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
[[Category:Savage Worlds]]
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+<br>
Now provides all Skills at d6.
[[Category:Savage Worlds]]
dadd51ea80be8d2215c288f199797b627da48c3b
58
57
2023-06-17T21:16:16Z
Miraheze>Segmarian
0
/* Undomitable */
wikitext
text/x-wiki
[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+<br>
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Improved Preparation==
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
==Lengthy Preparation==
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
==Assensing Master==
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
==Magical Endurance==
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
==Ritual Caster==
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
==Spell Focus==
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
==Improved Spell Focus==
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
==Spell Mastery==
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
==Spirit Affinity==
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Indomitable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
[[Category:Savage Worlds]]
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+<br>
Now provides all Skills at d6.
[[Category:Savage Worlds]]
0e1fd519a2b6c688d59d3ea194ae46d985fff2fd
Savage Worlds/Character
0
3
29
28
2023-06-18T11:03:49Z
Miraheze>Segmarian
0
/* Edges */
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Veteran and 10 Seasoned Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
[[Category:Savage Worlds]]
a8e267e2fd529b2d730f488751cff35b489485cc
30
29
2023-06-19T13:48:16Z
Segmarian
2
9 revisions imported
wikitext
text/x-wiki
=Character Construction=
==Starting Attributes==
*Agility d4
*Charisma d4
*Smarts d4
*Spirit d4
*Strength d4
*Vigor d4
==Starting Attribute Raises==
12 starting Raises. No Attribute above d12 with these Raises.<br>
1 raise raises an Attribute one Step (ex: d4->d6->d8->d10->d12, 4 Steps).
==Skill Raises==
15 starting Raises.<br>
1 Skill Raise = 1 New Skill.<br>
1 Skill Raise = Raise 1 Skill die 1 Step.<br>
<b>[[Savage Worlds/Skill|List of Skills]]</b><br>
==Edges==
1 Free Novice Edge for humans.<br>
You may buy a maximum of 1 Legendary, 3 Heroic, 7 Veteran and 10 Seasoned Edges during the creation phase.<br>
<b>[[Savage Worlds/Edge|List of Edges]]</b><br>
===Free Points===
You have 20 Free points that may be used to buy Edges and Skills after the Attribute and Skill Raises are used.
* Buy an Edge for 2 points
* Buy a new Skill for 1 point
* Raise a Skill for 1 point
===Hindrances===
You must take 1 Major and 2 Minor Hindrances.<br>
You may take more, but not gain any more points for them.<br>
<b>[[Savage Worlds/Hindrances|List of Hindrances]]</b><br>
[[Category:Savage Worlds]]
a8e267e2fd529b2d730f488751cff35b489485cc
Savage Worlds/Skill
0
5
51
50
2023-06-19T13:48:24Z
Segmarian
2
2 revisions imported
wikitext
text/x-wiki
=Athletics=
=Boating=
=Defense=
=Driving=
=Fighting=
=Gambling=
=Healing=
=Intimidation=
=Investigation=
=Knowledge*=
=Lockpicking=
=Notice=
=Persuasion=
=Piloting=
=Profession*=
=Repair=
=Riding=
=Shooting=
=Stealth=
=Streetwise=
=Survival=
=Taunt=
=Throwing=
=Tracking=
[[Category:Savage Worlds]]
62d012a6d15cf5e957762e736f2a659bbc2919b7
Savage Worlds/Edge
0
6
59
58
2023-06-19T13:48:25Z
Segmarian
2
7 revisions imported
wikitext
text/x-wiki
[[https://docs.google.com/spreadsheets/d/1jxFwiScfL9bkmjCB72ujBoBRVyErVeBCGwB6VSxJ_2Q/edit?usp=sharing|Google Doc with Edges and Hindrances]]
=Changed Edges=
==Attractive==
Now provides +1 to Charisma, when appropriate.
===Very Attractive===
Now provides +2 to Charisma, when appropriate.
==Charismatic==
Removed.
==Fast Thinking==
Now provides +2 Defense against Smarts Tests.
==Investigator==
Now has requirement: Smarts d6+, Charisma d6+, Investigation d6+,Streetwise d6+
==Jack-of-All-Trades==
Requirements: Novice, All Attributes d6+<br>
Now provides all Skills at d4.
==Leader of Men==
Leader of Men increases the Attribute die by one step when making group rolls.
==Lightning Reflexes==
Now provides +2 Defense against Agility Tests.
==Noble==
Now provides +1 Charisma instead of +2.
==Robust==
Now provides +2 Defense against Strength Tests.
==Stalwart==
Now provides +2 Defense against Vigor Tests.
==Strong Willed==
Now provides +2 Defense against Spirit Tests.
==Witty==
Now provides +2 Defense against Charisma Tests.
=New Edges=
==Improved Preparation==
Requirements - Novice, ability to cast spells<br>
When you prepare a spell you gain an additional +2 to your casting roll.
==Lengthy Preparation==
Requirements - Novice, ability to cast spells<br>
You may prepare an additional round, gaining the preparation bonus twice.
==Assensing Master==
Requirements - Novice, ability to cast spells<br>
When you roll a casting check to gain information about a target while Assensing, you add +2 to your rolls on information gained.
==Magical Endurance==
Requirements - Novice, Casting d6<br>
Gives a Caster a +2 for resisting Drain.
==Ritual Caster==
Requirements - Seasoned, Sorcery d8<br>
When you cast a ritual you receive +2 to your roll.<br>
==Spell Focus==
Requirements - Novice - Arcane Background<br>
Gives caster a +2 to casting a specific spell.
==Improved Spell Focus==
Requirements - Seasoned, Sorcery d6, Spell Focus<br>
Gives caster +4 to casting a specific spell (Same as Spell Focus).
==Spell Mastery==
Requirements - Legendary, Sorcery d12, Improved Spell Focus<br>
Gives caster +6 to casting a specific spell (Same as Spell Focus).<br>
Gives caster +2 to casting all spells.
==Spirit Affinity==
Requirements- Novice- Arcane Background<br>
When the character attempts to summon an Elemental or Spirit they gain +2 to their roll.
==Crippling Blow==
Credits: Beyond Reality.<br>
Requirements: Legendary, No Mercy, Killer Instinct, Fighting, Shooting or Throwing at d12<br>
When you hit with a Raise on a Fighting, Shooting or Throwing attack you can force your opponent to suffer a temporary Injury if your attack successfully Wounds them.
==Hardy==
Credits: Beyond Reality, modified by Oscar Ubeda Segmar.<br>
Requirements: Legendary, Vigor d10+, Spirit d8+, Improved Nerves of Steel<br>
You are so tough that only the most serious attacks can inflict lasting injury. You do not receive a Wound when being Shaken while Shaken.
==Impossible to Kill==
Credits: Richard Woolcock<br>
Requirements: Legendary, Harder to Kill<br>
You can no longer be killed, although you can still be beaten, incapacitated, captured, and even dismembered. You no longer suffer permanent injuries, they always go away when all of your wounds have healed.
==One Man Army==
Credits: Beyond Reality.<br>
Requirements: Legendary, Combat Sense, Knowledge (Battle) d10+, Fighting d12+, Weapon Master<br>
Your skill is so incredible that you are literally capable of fighting armies by yourself. When involved in Mass Combat you are treated as an army with 1 token regardless of the number of foes arrayed against you. You use your Fighting skill in place of Knowledge (Battle) and instead of losing Tokens you take Wounds (which can be soaked as normal). You do not need to make Morale rolls.
==Ravager==
Credits: Beyond Reality.<br>
Requirements: Legendary, Strength d12+<br>
No barriers can stand in your way! When attacking objects you do get bonus damage on a Raise and your rolls can Ace.
==Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Command, Inspired, Natural Leader, Smarts d8+, Intimidation d10+, Knowledge (Battle) d12+<br>
Your Command Radius triples in size and when in Mass Combat any bonuses granted to the opposing army are cut in half (rounding down).
==Supreme Warlord==
Credits: Beyond Reality.<br>
Requirements: Legendary, Warlord<br>
You can add your Charisma as a bonus to your troop’s Morale rolls in Mass Combat and if your army would lose Tokens you may “soak” the damage using your Spirit in place of Vigor.
==Indomitable==
Modded. Credits: Beyond Reality.<br>
Requirements: Legendary, Vigor d12+, Spirit d10+, Hardy, Harder to Kill, Improved Nerves of Steel<br>
Once per round you may make a free Soak roll without spending a Benny. You may spend Bennies to reroll this Soak roll like normal but you cannot spend a Benny to make a second Soak roll against the same damage.
[[Category:Savage Worlds]]
==Powerful Attack==
Credits: Zadmar.<br>
Requirements: Novice, Strength d8<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6
for the bonus damage.
This Edge only applies when using a melee weapon
two-handed. The weapon cannot have Low Raise Die
or No Raise Die.
==Improved Powerful Attack==
Credits: Oscar Ubeda Segmar.<br>
Requirements: Seasoned, Strength d10<br>
When you get a raise on your Fighting roll, you
may roll Strength instead of a d6 for the bonus damage.
If you use a weapon, it cannot have Low Raise Die
or No Raise Die.
==Jack of Legend==
Requirements: Jack-of-All-Trades, Legendary, All Attributes d8+<br>
Now provides all Skills at d6.
[[Category:Savage Worlds]]
0e1fd519a2b6c688d59d3ea194ae46d985fff2fd
Savage Worlds/Tenochtitlan
0
7
73
72
2023-06-19T13:48:28Z
Segmarian
2
13 revisions imported
wikitext
text/x-wiki
=Things To Do In Tenochtitlan When You're Dead=
[[Savage Worlds/System_Changes#Things To Do In Tenochtitlan When You're Dead|Rules Changes]]
==Characters==
* Priestess of the Bleeding Madonna
==Wild Cards==
*Hong
*Inquisitor X
*Conquistador
*Hunter Y
=Things To Do In Tenochtitlan When You're Dead Part II=
==Lock, Stock and 2 Smoking Cannons==
Stadsvaktskapten - Karl Lejon - Blivit inburad av
Borgmästare - KarlLejon - Håller om ryggen
Dålig - Katolsk präst - Iago - Misstänker att han är Jaguarkrigare
Bra - Bonden Pablo - Iago - Behandlar alla väl
Saga - Dålig relation - Saga Gunnarsdotter - spelat av mycket pengar, ute efter - Sevan (armenier) sjöman
Saga - Bra relation - Hälare som köper saker av Saga - Saga Gunnarsdotter
Isad - Dålig relation - Isad-There Was A Scandal - Sir Linden Page
Isad - Bra relation - Isad - Har Letter of Recommendation till familj
Jabir Chamun - Bra relation - Värdshusvärd - Kommer bra överens
Jabir Chamun - Dålig relation - Kapten på skepp som tog er till Nya Världen, vägrar erkänna att det är fel.
==Wildcards==
*Capitan Carlos Trueno - An old, heroic captain that helped Spain colonize the Americas
*Goliath - Huge. No, larger. Bonhomme giant.
*Crispina - Young female Trueno-klon
*Priestess Tlalli of the Virgin of Tlaxcala de Xicohténcatl and Maiden of Xochiquetzal
*Oni Monifa, Female African Pirate, ex-slave
*Ronin/Ninja/Bushi/Hatamoto Aki
*Doctor Anton Tallegen of Switzerland
[[Category:Savage Worlds]]
a362cf6b676d93ee9d6815456760842f0310a9e3
Savage Worlds/Tenochtitlan/GM
0
8
91
90
2023-06-19T13:48:35Z
Segmarian
2
17 revisions imported
wikitext
text/x-wiki
*Tezcanaualli - Aztec Mystic of the Smoking Mirror ([[https://en.wikipedia.org/wiki/Tezcatlipoca Tezcatlipoca]])
**Jaguar Warriors
*Hunt down graverobbers
*Seven Samurai Intro
*Jungle Travel to the Village
*Raid the Pirates - The Stranded Pirate Ship
*Village to save from Pirates
*Defend from the Pirates
*Feast for the Victors
*The Storm
*Trek to the Pyramid - Jaguar Warrior
*Zombie Attack at the Pyramid
==Pirates==
Attributes: Agility d6, Charisma d4, Smarts d4, Spirit d6, Strength d6, Vigor d6<br>
Skills: Boating d6, Climbing d6, Fighting d6,<br>
Intimidation d6, Notice d6, Shooting d6, Stealth d6, Swimming d6<br>
Pace: 6; Parry: 5<br>
Hindrances: Garrulous, Greedy, Mean<br>
Fame: –5<br>
Edges: Dirty Fighter<br>
Booty: Loot per every 5 pirates<br>
Gear: Knife (d6+d4), cutlass (2d6), matchlock pistol (Range 5/10/20; Damage 2d6), shot and powder (20)
==BASIC CREWMAN (PIRATE / PRIVATEER)==
Attributes: Agility d8, Smarts d4, Spirit d6,<br>
Strength d6, Vigor d6<br>
Charisma: -2, Pace: 6, Parry: 5,<br>
Toughness: 5<br>
Skills: Boating d8, Climbing d6, Fighting<br>
d6, Gambling d4, Notice d4, Repair d6,<br>
Shooting d6, Swimming d6<br>
Hindrances: Greedy (Minor), Mean (Minor), +1 Major<br>
Edges: Sailor’s Blood, Extraction or Quick,<br>
+1 additional Edge
==BASIC CREWMAN (ROYAL NAVY)*==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6, Vigor d8
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 6
*Skills: Boating d6, Climbing d6, Gambling
d6, Notice d6, Repair d6, Shooting d8,
Swimming d6
*Hindrances: Enemy (Minor), Big Mouth
(Minor), +1 Major
*Edges: Alertness, Rapid Reload, +1 additional Edge
==MARINER==
*Attributes: Agility d6, Smarts d4, Spirit d4,
Strength d8, Vigor d8
*Charisma: -1, Pace: 6, Parry: 5,
Toughness: 6
*Skills: Boating d6, Climbing d8, Fighting
d6, Shooting d6, Swimming d6, Taunt
d6, +2 additional Skill Points
*Hindrances: Habit (Minor), Overconfident
(Major), +1 Minor
*Edges: Sailor’s Blood, Connections, +1 additional Edge
==NAVIGATOR==
*Attributes: Agility d4, Smarts d10, Spirit
d6, Strength d4, Vigor d6
*Charisma: 0, Pace: 6, Parry: 4,
Toughness: 5
*Skills: Boating d4, Investigation d8, Knowledge (Navigation) d10, Notice d8, Swimming d4, Tracking d8.
Hindrances: Phobia (Major), +2 Minor
Edges: Navigator, Privateering Loyalty, +1
additional Edge
==SHIP OFFICER==
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6
Charisma: 0, Pace: 6, Parry: 5,
Toughness: 5
Skills: Boating d8, Fighting d6, Intimidation
d6, Persuasion d6, Shooting d6, Streetwise d4, Swimming d6
Hindrances: Poverty (Minor), Code of Honor (Major), +1 Minor
Edges: Sailor’s Blood, Pirate Allure, +1 additional Edge
==GUNNER==
*Attributes: Agility d8, Smarts d6, Spirit d6,
Strength d4, Vigor d4
*Charisma: 0, Pace: 6, Parry: 5,
Toughness: 3
*Skills: Boating d6, Fighting d6, Notice d8,
Repair d6, Survival d6, Swimming d8
*Hindrances: Small (Major), +2 Minor
*Edges: Rapid Reload, Quick, +1 additional
Edge
==PORT MERCHANT==
*Attributes: Agility d4, Smarts d10, Spirit
d8, Strength d4, Vigor d4
*Charisma: 0, Pace: 5, Parry: 2,
Toughness: 5
*Skills: Gambling d8, Investigation d8,
Knowledge (Mercantile) d8, Persuasion
d8, Streetwise d8
*Hindrances: Obese (Minor), Stubborn (Minor), +1 Major
*Edges: Rich, Jack-of-all-Trades, +1 additional Edge
==COLONY OFFICIAL==
*Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d4, Vigor d6
*Charisma: 2, Pace: 6, Parry: 5,
Toughness: 5
*Skills: Fighting d6, Gambling d8, Intimidation d6, Knowledge (Regulations) d8,
Persuasion d6, Taunt d8
*Hindrances: Greedy (Major), +2 Minor
*Edges: Attractive, Noble, +1 additional
Edge
==PIRATE HUNTER==
*Attributes: Agility d8, Smarts d4, Spirit d4,
Strength d6 Vigor d8
*Charisma: 0, Pace: 6, Parry: 6,
Toughness: 6
*Skills: Boating d8, Climbing d6, Fighting
d8, Shooting d8, Swimming d6, Tracking
d6
*Hindrances: Bloodthirsty
*Edges: Sailor’s Blood, Rapid Reload
==REPAIR SPECIALIST==
*Attributes: Agility d6, Smarts d8, Spirit d4,
Strength d6, Vigor d6
*Charisma: 0, Pace: 6, Parry: 2,
Toughness: 5
*Skills: Boating d6, Climbing d6, Gambling
d4, Notice d8, Repair d8, Shooting d6,
Swimming d6
*Hindrances: Bad Luck (Major), +2 Minor
*Edges: McGyver, Sailor’s Blood, +1 additional Edge
==Bandits==
Bandits are outlaws, earning a living by
raiding small settlements or waylaying
travelers. Not all bandits are necessarily evil.
Some may have been wrongly outlawed or
forced to flee their homes by an invading
force. Others may be Robin Hood-type
figures, fighting against an unjust system.
The bandits presented here are the standard
ruffian sort, out to get what they can by
whatever means necessary.
Bandit
*Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
*Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
*Charisma: –2; Pace: 6; Parry: 5; Toughness: 6
(1)
*Hindrances: Greedy, Mean
*Edges: —
*Treasure: Meager per 5 bandits
*Gear: Leather armor (+1), various weapons
==Bandit Chief==
*Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d8
*Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Riding d8, Shooting
d10, Stealth d8, Throwing d8
*Charisma: –2; Pace: 6; Parry: 8; Toughness: 8
(2)
*Hindrances: Greedy, Mean
*Edges: Block, Combat Reflexes, Command
*Treasure: Worthwhile
*Gear: Chain mail (+2), various weapons
==Citizen==
“Citizens” covers everything from farmers
to crafters.
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6,
Notice d6, Shooting d4, Stealth d6
Pace: 6; Parry: 4; Toughness: 5
Hindrances: —
Edges: —
Treasure: Meager for every 5 citizens,
Worthwhile for crafters, merchants, and the
like
Gear: Knife (Str+d4), improvised weapons
(Str+d4)
==Mercenary==
Mercenaries are hired soldiers. Some
belong to respectable units, with a history
of integrity and loyalty to their paymaster.
Others happily switch sides if a better offer
is made. Groups of mercenaries are often
armed with the same weapons. Thus, one
finds mercenary pikemen, cavalrymen,
skirmishers, archers, and so on.
==Common Mercenary==
Attributes: Agility d6, Smarts d6, Spirit d6,
Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6,
Shooting d6, Stealth d6, Throwing d6
Pace: 6; Parry: 5; Toughness: 7 (1)
Hindrances: Various
Edges: —
Treasure: Meager per 5 soldiers
Gear: Leather armor (+1), various weapons
==Veteran Mercenary==
Hardened by battle, these tough combatants<br>
charge more for their services. As with<br>
common mercenaries, their reputation and<br>
weapons vary considerably.<br>
Attributes: Agility d8, Smarts d6, Spirit d8,<br>
Strength d8, Vigor d8<br>
Skills: Climbing d6, Fighting d10, Intimidation d8, Notice d6, Shooting d10, Stealth<br>
d6, Throwing d8<br>
Pace: 6; Parry: 7; Toughness: 8 (2)<br>
Hindrances: Various<br>
Edges: Combat Reflexes<br>
Treasure: Meager per 3 soldiers<br>
Gear: Chain mail (+2), open helm<br>
(+3), various weapons
==Mercenary Captain==
Captains are experienced soldiers
commanding a mercenary unit. They
typically carry the same weapons as
their men but are mounted.
Attributes: Agility d8, Smarts d8,<br>
Spirit d8, Strength d10, Vigor d8<br>
Skills: Climbing d6, Fighting d12,<br>
Knowledge (Battle) d10, Intimidation d10,<br>
Notice d8, Riding d8, Shooting d10, Stealth<br>
d6, Throwing d10<br>
Pace: 6; Parry: 9; Toughness: 9 (3)<br>
Hindrances: Various<br>
Edges: Block, Combat Reflexes, Command,<br>
Fervor, Hold the Line<br>
Treasure: Worthwhile<br>
Gear: Plate corselet (+3), chain limbs (+2),<br>
open helm (+3), various weapons, war horse
==Courtier==
Courtiers are more than just servants—
they are advisors and often hold positions
of importance within the court. Unless the
characters know a noble personally, most
dealings are conducted through a trusted
courtier, typically a seneschal.
Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d6<br>
Skills: Fighting d4, Notice d8, Persuasion d8,
Riding d6, Streetwise d8<br>
Charisma: +2; Pace: 6; Parry: 5; Toughness: 5<br>
Hindrances: Various<br>
Edges: Charismatic<br>
Treasure: Meager<br>
Gear: Rapier (Str+d4, +1 Parry)<br>
==Court Jester==
Despite often being dwarves or hunchbacks
(or both), jesters are more than just comical
entertainment for the nobility. They have their
lord’s ear, are privy to his most secret affairs,
can get away with insulting powerful guests,
and conceal great wisdom in their seemingly
nonsensical riddles and japes.
Attributes: Agility d10, Smarts d8, Spirit d8,
Strength d6, Vigor d6<br>
Skills: Climbing d6, Fighting d4, Notice d8,
Persuasion d6, Streetwise d8, Taunt d12<br>
Charisma: 0; Pace: 6; Parry: 4; Toughness: 5<br>
Hindrances: Various, but often some sort of
physical affliction<br>
Edges: Acrobat, Ambidextrous, Strong Willed<br>
Treasure: Meager<br>
Gear: Stick (Str+d4)<br>
Special Abilities:<br>
• Knowledgeable: Jesters are expected to be
well versed in many topics. They get +2 to
all Common Knowledge rolls.<br>
==Noble==
Some nobles are decadent dandies<br>
content with living a life of luxury. Others<br>
are rich landowners, skilled in business<br>
matters. Other noble types include military<br>
commanders, advisors to a higher authority,<br>
poverty stricken ones, extremely wealthy<br>
ones, and those who dabble in forbidden arts.<br>
This version presents a typical middle-ofthe-road noble. A few specific Hindrances<br>
and Edges can quickly turn this into any sort
of noble you need.
Attributes: Agility d8, Smarts d6, Spirit d8,
Strength d8, Vigor d6<br>
Skills: Fighting d6, Intimidation d8, Notice
d6, Persuasion d6, Riding d8<br>
Charisma: +2; Pace: 6; Parry: 6; Toughness: 5<br>
Hindrances: Various<br>
Edges: Command, Connection, Noble<br>
Treasure: Worthwhile, Rich in castle<br>
Gear: Rapier (Str+d4, +1 Parry) in court; war
gear varies with type of noble<br>
[[Category:Savage Worlds]]
==Grave Guardian==
Grave guardians are placed in tombs to
watch over the valuables entombed with the
deceased. They resemble blackened corpses,
with long talons and yellow eyes. Their orders
are simple—destroy any creature entering
the tomb, and hunt down and retrieve any
stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10,
Strength d12, Vigor d12<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth
d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a
Treasure Trove<br>
Special Abilities:<br>
• Arcane Resistance: +2 Armor against
damage-causing arcane powers and +2 on
trait rolls to resist opposed powers.<br>
• Claws: Str+d6.<br>
• Fear –2: Anyone seeing a grave guardian
must make a Fear roll at –2.<br>
• Powers: Grave guardians are not true
spellcasters, but can use the following
powers: armor, burrow, detect/conceal arcana,
environmental protection, fear, and obscure.<br>
They have 15PP.<br>
• Regeneration: Grave guardians make a
Vigor roll every round to heal all damage,
except that caused by jade weapons.
• Undead: +2 Toughness; +2 to recover from
being Shaken; No additional damage from
called shots; Immune to disease and poison.<br>
• Weakness (Jade): Grave guardians
cannot Regenerate wounds inflicted by jade weapons, but may heal them through
natural Healing.
==Tzitzimitl==
Undead Midwifes<br>
Grave guardians are placed in tombs to watch over the valuables entombed with the deceased. They resemble blackened corpses, with long talons and yellow eyes. Their orders are simple—destroy any creature entering the tomb, and hunt down and retrieve any stolen items.<br>
Attributes: Agility d6, Smarts d6, Spirit d10, Strength d12, Vigor d12, Charisma d6<br>
Skills: Climbing d8, Fighting d10, Intimidation d10, Notice d8, Spellcasting d8, Stealth d8, Tracking d8<br>
Pace: 6; Parry: 7; Toughness: 10<br>
Treasure: None, but they usually guard a Treasure Trove<br>
Special Abilities:
* Arcane Resistance: +2 Armor against damage-causing arcane powers and +2 on trait rolls to resist opposed powers.
* Claws: Str+d6.
* Fear –2: Anyone seeing a grave guardian must make a Fear roll at –2.
* Powers: Grave guardians are not true spellcasters, but can use the following powers: armor, burrow, detect/conceal arcana, environmental protection, fear, and obscure.
They have 15PP.
* Regeneration: Grave guardians make a Vigor roll every round to heal all damage, except that caused by women.
* Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Immune to disease and poison.
* Weakness (Women): Grave guardians cannot Regenerate wounds inflicted by women, but may heal them through natural Healing.
[[Category:Savage Worlds]]
==Quinametzin==
Degenerated cavefolk, empire previous era. Think Howard.
==Liche==
Perhaps the most diabolical creature in
any fantasy land is the liche—a necromancer
so consumed with the black arts that he
eventually becomes undead himself.
Attributes: Agility d6, Smarts d12+2, Spirit
d10, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d12,
Knowledge (Occult) d12+2, Notice d10,
Spellcasting d12
Pace: 6; Parry: 6; Toughness: 15 (6)
Treasure: Treasure Trove
Gear: Magical armor (+6), other magical items
Special Abilities
• Death Touch: Liches drain the lives of
those around them with a touch. Instead
of a normal attack, a liche may make a
touch attack. Every raise on its Fighting
roll automatically inflicts one wound to its
target.
• Spells: Liches have 50 Power Points and
know most every spell available.
• Undead: +2 Toughness; +2 to recover from
being Shaken; Called shots do no extra
damage.
• Zombie: Liches are necromancers first and
foremost. The undead they raise through
the zombie spell are permanent, so they
are usually surrounded by 4d10 skeletons
or zombies as they choose. Some liches
have entire armies of the undead at their
disposal.
[[Category:Savage Worlds]]
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{{Category:Exalted}}
*[[Nexus campaign|Nexus, City of Splendor, City of Filth]]
*[[The Circle]] - An episodic, multiplayer campaign
*[[The Thirteenth Deathlord]] - A campaign for most types of Exalted
*[[Exalted/Guardian of Mu|Guardian of Mu]] - Our Caul Campaign
*[[Exalted/Zoroaster|Zoroaster's Children]]
*[[The First Exalted]] - A singleplayer campaign
*[[Exalted/The Last Sidereal|The Last Sidereal]]
*[[Exalted Commander]] - Terrestrial Exalted and the Navy
*[[Exalted/World|World]]
*[[/Rules|Rules]] - Changes to the standard Exalted rules
*[[/Charmbuilder|Charm building]]
*[[Discussion (Exalted)]]
*[[Links (Exalted)]]
----
{{Special:PrefixIndex/{{FULLPAGENAME}}/ |stripprefix=1 |}}
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= Welcome to {{SITENAME}}! =
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{{col-break}}
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